How complicated can you make a 3D lift before it breaks?

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DooMAD
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How complicated can you make a 3D lift before it breaks?

Post by DooMAD »

So I thought I would try to make a lift that had the potential to trigger someone's vertigo. I figured the best way to do that would be to make a ramshackle wooden lift, complete with individual planks at sloppy angles, so you can see through the gaps in between them. The only downside is that this involves many 3D floors, non-standard grid usage and plenty of two-sided linedefs in close proximity to one another.

In the process, I think I hit a limit somewhere. The 3D switch doesn't activate. If I delete the sector with the 3D switch on it, leaving a one-sided linedef to activate, the lift works perfectly (aside from looking hideous). But if I leave it as a 3D floor, it refuses to function.

I tried making the same thing again with just two 3D floors (one to stand on and one for the 3D switch) and that works fine too, so I definitely know how to make a 3D lift with a 3D switch.

Editor shot:
http://www.teamhellspawn.com/ridiculifteditor.png

3D preview shots:
http://www.teamhellspawn.com/ridiculift.png
http://www.teamhellspawn.com/ridiculift2.png

Has anyone else experienced similar problems? I'll probably provide a download link to the map itself soon, since I know it's not easy to diagnose issues from screenshots, particularly when it's something as convoluted as this.

//EDIT: Apparently, if I make the switches shootable, that works without fault too. Why can't I use them normally?
//DOUBLE_EDIT: "When player bumps" activation works as well. So weird.

//FINAL_EDIT: Problem solved. Turns out CheckSwitchRange was the culrit.
Last edited by DooMAD on Sun Jan 26, 2020 4:35 pm, edited 3 times in total.
Gez
 
 
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Re: How complicated can you make a 3D lift before it breaks?

Post by Gez »

Honestly it shouldn't cause a problem.
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DooMAD
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Re: How complicated can you make a 3D lift before it breaks?

Post by DooMAD »

Gez wrote:Honestly it shouldn't cause a problem.
Can you think of any other reasons why bumping and shooting work, but not using? http://www.teamhellspawn.com/ridiculiftnope.png
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Tormentor667
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Re: How complicated can you make a 3D lift before it breaks?

Post by Tormentor667 »

I had similar problems lately where using a line didn’t work - felt like the engine had problems to determine which line is to be used. If I removed lines before the use line it worked well. I guess this is indeed an engine problem. It worked before.
Gez
 
 
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Re: How complicated can you make a 3D lift before it breaks?

Post by Gez »

DooMAD wrote:Can you think of any other reasons why bumping and shooting work, but not using? http://www.teamhellspawn.com/ridiculiftnope.png
Honestly, no. I made a quick test map and the 3D switch worked for me.
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Enjay
 
 
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Re: How complicated can you make a 3D lift before it breaks?

Post by Enjay »

I'm, with Gez. I see no reason why this shouldn't work. In fact, the lift doesn't even look that complicated.

If identifying the activation line seems to be a problem, there are several mapping ways around that.

If you are finding that the sectors are not behaving, you may find that [wiki]Linked_sectors[/wiki] can help.
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