Door_Animated_Locked?

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Expand view Topic review: Door_Animated_Locked?

Re: Door_Animated_Locked?

by Ceeb » Wed Feb 17, 2010 3:54 pm

Well, the project I'm working on uses them a bit... :P And good to see this was added, glad to have helped expand ZDoom a bit.

Re: Door_Animated_Locked?

by Jimmy » Wed Feb 17, 2010 6:12 am

Ah, right. The search continues, then... :?

Re: Door_Animated_Locked?

by Graf Zahl » Wed Feb 17, 2010 3:55 am

No, it did not. When this mod was made this special did not exist yet. It's all ACS.

Re: Door_Animated_Locked?

by Jimmy » Wed Feb 17, 2010 1:32 am

Enjay's Marine Assault used them quite extensively.

Re: Door_Animated_Locked?

by Graf Zahl » Wed Feb 17, 2010 1:26 am

Gez wrote: Really, Door_Animated is underused (is it used anywhere outside of translated Strife maps?) so there's no harm in enhancing it a bit.

Simplicity's secret map uses it - but so far this is the only occurence of it I've ever seen.

Re: Door_Animated_Locked?

by Ceeb » Tue Feb 16, 2010 8:27 pm

Mikk- wrote:You could use ACS_LockedExecute which then opens a door through Door_Animated, right?
I don't usually like to be an asshole, (oh hell, who am I kidding :P ) but read my first post. I mentioned that solution.

Re: Door_Animated_Locked?

by Gez » Tue Feb 16, 2010 6:16 pm

Mikk- wrote:You could use ACS_LockedExecute which then opens a door through Door_Animated, right?
Yes. But it is the only door special that has to be scripted so as to lock it. Given that there are two parameters ripe for the taking, one of them can be for a key, and the other remain available for a possible future extension.

Really, Door_Animated is underused (is it used anywhere outside of translated Strife maps?) so there's no harm in enhancing it a bit.

Re: Door_Animated_Locked?

by Mikk- » Tue Feb 16, 2010 6:07 pm

You could use ACS_LockedExecute which then opens a door through Door_Animated, right?

Re: Door_Animated_Locked?

by Ceeb » Tue Feb 16, 2010 5:10 pm

Alright, well either way, this is a plausible idea, yes? :)

Re: Door_Animated_Locked?

by Graf Zahl » Tue Feb 16, 2010 5:07 pm

Door_Animated still has unused args so there's no need to create a new special. It can be added to the existing one.

Door_Animated_Locked?

by Ceeb » Tue Feb 16, 2010 4:31 pm

Little roadbump I just hit in my map. I know this could be called in a locked script, but this would be a useful line special, I think. It's just like Door_Animated, but it requires a key like Door_LockedRaise.

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