Hello fellow DOOMERS!
It's been awhile since I posted here and I'm glad to see the community still buzzing right along!
Here's my question:
Does anyone know if it's possible to toggle a switch or button ONLY if it has been PUNCHED with the fist. Not shot or sawed, but punched with the fist. What scripting would I use for that?
Thanks for any and all help.
Punching a button, no literally PUNCHING
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Hindsight2020
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Punching a button, no literally PUNCHING
Last edited by Hindsight2020 on Mon Apr 23, 2018 7:58 pm, edited 1 time in total.
- Hindsight2020
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Re: Punching a button, no literally PUNCHING
Figured it out. And for anyone who may be wondering:
CheckWeapon("Fist")
So simple.
CheckWeapon("Fist")
So simple.
- Matt
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Re: Punching a button, no literally PUNCHING
I was going to suggest that, but consider:
faraway switch
rocket launcher
switching to fist while the rocket is in midair
If there' no line of fire from that distance it'll be fine though.
faraway switch
rocket launcher
switching to fist while the rocket is in midair
If there' no line of fire from that distance it'll be fine though.
- RockstarRaccoon
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Re: Punching a button, no literally PUNCHING
I suggest you make a test map with a wall that prints the saying that hits it, and use whatever that is. If you go look up my notes on how I made the destructible walls and special beam doors in Metroid Doom, that should work, I remember that you have to use the Hexen style of thing activation, and there is an ACS function that tells you what just hit a wall. You might have to to settle for just being the player, because I seem to recall the player being the one who activates when they punch a wall.
Also, make sure you telegraph that so the player isn't confused.
Also, make sure you telegraph that so the player isn't confused.
- RockstarRaccoon
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Re: Punching a button, no literally PUNCHING
So... Did you ever get this working? I am curious...
- Hindsight2020
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Re: Punching a button, no literally PUNCHING
Yeah, but I just stuck with CheckWeapon because there was no line of fire long enough so that the player could change weapons before hitting. So it works for my purposes.
- RockstarRaccoon
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Re: Punching a button, no literally PUNCHING
You shouldn't trust that. I still think the Collision activator Method is the way to go.
That said, I am tempted to steal this idea on some level.
That said, I am tempted to steal this idea on some level.
- Hindsight2020
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- Joined: Wed Mar 20, 2013 3:29 am
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Re: Punching a button, no literally PUNCHING
LoL That’s cool. I look forward to seeing that!