[Not a bug] minor error: BOOM linedef action not working???

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Expand view Topic review: [Not a bug] minor error: BOOM linedef action not working???

by MLdB » Fri Sep 12, 2003 1:19 am

Your phucking kidding me!!! :D DoomBuilder has the names of the keybits swapped for keycards :) it says: red key, YELLOW key, BLUE key, red skull, BLUE skull, YELLOW skull :)

damnit... gherkin, ik weet waar je huis woont ;)

thanx guys ;) i really really didn't notice :)

by Graf Zahl » Thu Sep 11, 2003 4:38 pm

randy wrote:Was 144512 a typo, or do you really mean 144512?
He clearly meant 14512 because that is exactly the type he described (although I think he got the keys wrong. Maybe that was the problem.)

by randi » Thu Sep 11, 2003 4:33 pm

Was 144512 a typo, or do you really mean 144512?

Re: minor error: BOOM linedef action not working???

by Graf Zahl » Thu Sep 11, 2003 4:26 pm

MLdB wrote: uhm... i haven't tested, but... do locked doors always open if their corresponding key isn't present in the level???

They do definitely not. Map12 of Doom2 has a door with a red lock but the key only appears in multiplayer so in single player the door is one way only.

Re: minor error: BOOM linedef action not working???

by Graf Zahl » Thu Sep 11, 2003 4:18 pm

MLdB wrote:in regular boom-style editing (not ZdoomHexen) i found that:

while both LineDef action...

14448
locked door
walk over once
open only
fast
red keycard
keycard <> skullkey

14576
dito but BLUE keycard

are working as they should, but:

144512
dito but YELLOW keycard

activates with/without any and all keys :)

uhm... i haven't tested, but... do locked doors always open if their corresponding key isn't present in the level???
I tested this and found the following:

14512 requires a blue key, not a yellow one.
14576 requires a yellow key, not a blue one.

Both linedefs work perfectly in ZDoom. I cross checked with PrBoom and there it worked too.

Re: minor error: BOOM linedef action not working???

by HotWax » Thu Sep 11, 2003 4:18 pm

MLdB wrote:uhm... i haven't tested, but... do locked doors always open if their corresponding key isn't present in the level???
If that's the way things are, then it definately shouldn't be. Using scripting, you can make a yellow key appear in any number of ways, none of which require the key to be placed on the map in an editor.

minor error: BOOM linedef action not working???

by MLdB » Thu Sep 11, 2003 1:22 pm

in regular boom-style editing (not ZdoomHexen) i found that:

while both LineDef action...

14448
locked door
walk over once
open only
fast
red keycard
keycard <> skullkey

14576
dito but BLUE keycard

are working as they should, but:

144512
dito but YELLOW keycard

activates with/without any and all keys :)

uhm... i haven't tested, but... do locked doors always open if their corresponding key isn't present in the level???

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