Changing Triggers
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- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Changing Triggers
I want to make a door that must first be triggered by being hit, but then switch to use button. Is it possible to switch triggers in scripting?
I have much faith in this site, you all have always been on the spot!
Thanks for your help doomers!
I have much faith in this site, you all have always been on the spot!
Thanks for your help doomers!
Re: Changing Triggers
As far as I know, it can't be done. The way I would try to hack it:
Three lines, as close as possible. First one is the shootable one. Second one is a block players line, and the third the usable switch, that cant be reached now because of the blocking line (ajust the distance). You need a script for the first one, so when it is shot, it also unblocks the second one (http://zdoom.org/wiki/Line_SetBlocking). Now you can reach the third line and use it to open the door.
Not guaranteed it will work, but you can give it a try.
Three lines, as close as possible. First one is the shootable one. Second one is a block players line, and the third the usable switch, that cant be reached now because of the blocking line (ajust the distance). You need a script for the first one, so when it is shot, it also unblocks the second one (http://zdoom.org/wiki/Line_SetBlocking). Now you can reach the third line and use it to open the door.
Not guaranteed it will work, but you can give it a try.
Re: Changing Triggers
It can only be done in UDMF where you can set more than one activation mode on a line.
Demo wad: (Hexen in UDMF)
updated version:
Demo wad: (Hexen in UDMF)
updated version:
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
I could just SetLineSpecial(0,0,0) the shootable and SetLineSpecial(ACS_Execute,#,#) the use line. I could see this working! I'll let you know how it does, thanks for the idea!Arch wrote:As far as I know, it can't be done. The way I would try to hack it:
Three lines, as close as possible. First one is the shootable one. Second one is a block players line, and the third the usable switch, that cant be reached now because of the blocking line (ajust the distance). You need a script for the first one, so when it is shot, it also unblocks the second one (http://zdoom.org/wiki/Line_SetBlocking). Now you can reach the third line and use it to open the door.
Not guaranteed it will work, but you can give it a try.
Last edited by Hindsight2020 on Sun Jan 19, 2014 2:04 am, edited 2 times in total.
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
There's so much that UDMF can do that Hexen Format can't. Ticks me off cause I started this map before I knew about UDMF. Now I'm too far to start over. Way too far. Thanks for the heads up, tho. Everything I do going forward will most certainly be in UDMF.cocka wrote:It can only be done in UDMF where you can set more than one activation mode on a line.
Demo wad: (Hexen in UDMF)
updated version:
- Kappes Buur
-
- Posts: 4180
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Changing Triggers
There are several ways to convert your map from Hexen format to UDMFormat.DoomRoll wrote: There's so much that UDMF can do that Hexen Format can't. Ticks me off cause I started this map before I knew about UDMF. Now I'm too far to start over. Way too far. Thanks for the heads up, tho. Everything I do going forward will most certainly be in UDMF.
I recommend METHOD 4, using GZDoombuilder r1744 or later.
Re: Changing Triggers
That's handy to know. I've been converting maps by copy/pasting in GZDoom Builder then manually changing all the line specials. Yes, it's horrible. I could never get ZWADCONV or WAD2UDMF to work, mostly because I didn't realize I needed to use both.
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
OMG how did I not know this? Lol thanks so much for the heads up on that. On vacation now. Will try that first thing when I get home. I'll post my results here.
Re: Changing Triggers
And how do you guarantee that lineids will be OK?Converting from ZDoom (Doom in Hexen) format to UDMF format using only GZDoombuilder.
I would recommend this converter:
[wiki]UDMFConvert[/wiki]
The only drawback of this program is that it won't write the indices next to the map elements. Though DB2 or GZDB does that if you modify the map somehow.
When I used wad2udmf it preserved all the lineset_id specials and didn't convert them to line tags and I had to set them again in the editor and as far as I remember some of the action specials didn't work. That's because of the different functioning of some specials.
One example is: soundsequence on a sector..
And of course after conversion there will be a lot of surplus scripts.
Re: Changing Triggers
But if you want to have your map completely messed up then feel free to use wad2udmf. 

- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
Why would there be surplus scripts? Things that can be done in the editor?And of course after conversion there will be a lot of surplus scripts.
Re: Changing Triggers
Yes, in hexen format.Things that can be done in the editor?
Examples:
line_setid lines or polyobj_start or explicit lines with lineids
setlinespecial, Line_SetTextureOffset, Line_SetTextureScale, Line_SetBlocking, setlinetexture etc..
and some of the sector action specials: Sector_ChangeSound, Sector_SetCeilingScale(2), Sector_SetFloorScale(2), Sector_SetRotation, Sector_SetCeilingPanning, Sector_SetFloorPanning, Sector_SetColor, Sector_SetFade, Sector_SetGravity, Sector_ChangeFlags, Transfer_CeilingLight, Transfer_FloorLight
Front side only flag -> LineSide
TranslucentLine
and there might be some others but I don't know any more.
Conversation ID for [wiki]ZSDF[/wiki]
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
Well that's quite a bit. lol I find the sector_SetFade and SetColor very exciting. I can see that making my life quite a bit easier. I'm excited to get back home now so I can try this out. I've come to believe that there is nothing that can't be done SOMEHOW in Doom these days. Keep the advice coming if anyone can think of something.
Thanks again for all of your help!
Thanks again for all of your help!
- Hindsight2020
- Posts: 261
- Joined: Wed Mar 20, 2013 3:29 am
- Location: Indiana, USA
Re: Changing Triggers
Having some trouble with UDMFConvert. I found the program and DL'd it but there was no EXE file or anything that I recognize how to use. It's just a Visual Studio project. How do I use this Converter?cocka wrote:And how do you guarantee that lineids will be OK?Converting from ZDoom (Doom in Hexen) format to UDMF format using only GZDoombuilder.
I would recommend this converter:
[wiki]UDMFConvert[/wiki]
The only drawback of this program is that it won't write the indices next to the map elements. Though DB2 or GZDB does that if you modify the map somehow.
Thanks
- Kappes Buur
-
- Posts: 4180
- Joined: Thu Jul 17, 2003 12:19 am
- Graphics Processor: nVidia (Legacy GZDoom)
- Location: British Columbia, Canada
- Contact:
Re: Changing Triggers
If you absolutely must use UDMFConvert, then check this out
http://forum.zdoom.org/viewtopic.php?f= ... rt#p645501
http://forum.zdoom.org/viewtopic.php?f= ... rt#p645501