ACS_Execute
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
ACS_Execute
How would use the ACS_Execute() special by going over only the front of the linedef (so it doesn't re-activate when you backtrack)?
- Ultraviolet
- Posts: 1152
- Joined: Tue Jul 15, 2003 9:08 pm
- Location: PROJECT DETAILS CLASSIFIED.
Re: ACS_Execute
cccp_leha wrote:How would use the ACS_Execute() special by going over only the front of the linedef (so it doesn't re-activate when you backtrack)?
Code: Select all
script 1 (void)
{
if(lineside() == LINE_FRONT)
{
//do stuff here
}
}
depends on the trigger method. walkover lines work for all specials except teleport* no matter what side you walk over them (teleport needs to be walked over from the front). use triggers (ie traditional switches and doors) will only work from the front side of the line. push lines also work from both sides, but once again teleports need to be done from the front side. projectile cross and projectile hit lines are probably the same as player crossover and push lines (respectivly) but I haven't really tested that, and most projectiles can't teleport anyway
yeah, when you run into the line pretty much you trigger it (actually you only have to touch it really, and you can do it facing any angle). that's how I did the ladders in helm's deep, and in my current map I have 1s lines that are push teleporters, so you just, uh, run into the wall and teleport heh