Automap line color for non locked doors
Moderator: GZDoom Developers
Automap line color for non locked doors
Currently there is a way to color all lines that have a Special that are not doors or all lines that have a Special including doors, but it would be nice to also have an option to color ONLY doors. Currently there's no way to differentiate doors, or am I missing something obvious?
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Re: Automap line color for non locked doors
His quote was referrin' to somethin' else, of course, but it applies here, too. The game cannot differentiate a door from a room, or any other sector. But on the automap, a door is jus' a one sided line, so unless it is locked with a key, or has a teleporter, it looks like any other one sided line.Graf Zahl wrote:A door is just a sector and if there's no thinker attached to it there's nothing to distinguish it from other sectors. You'll have to implement such state yourself in an ACS script and check that.
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Re: Automap line color for non locked doors
A quote incorrectly taken out of context doesn't really help here, surely? The map can differentiate between line specials because the functionality is already there. The automap can show lines with specials attached with the am_showtriggerlines cvar. The OP is asking if the opposite of value#1 is currently possible.Misery wrote:His quote was referrin' to somethin' else, of course, but it applies here, too. The game cannot differentiate a door from a room, or any other sector. But on the automap, a door is jus' a one sided line, so unless it is locked with a key, or has a teleporter, it looks like any other one sided line.Graf Zahl wrote:A door is just a sector and if there's no thinker attached to it there's nothing to distinguish it from other sectors. You'll have to implement such state yourself in an ACS script and check that.
This isn't the first time I've seen you post something that isn't actually helpful or insightful, just an attempt to have some input on a thread without even a second thought.
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Re: Automap line color for non locked doors
this is just being pedantic. Anyone can easily realize when someone's asking about "can the automap color code non-locked doors", they are talking about color coding their activation lines. What do you think the game does for locked doors? (ed: context lost here)
Of course, there is some trouble here, since the lines that open the door may be a script (maybe in addition to opening the door, they do some cool light effect too). A UDMF flag possibly could be added to make a line be shaded as a door if it's not using Door_Raise or Door_Open directly. And should a switch that uses those specials but with a tag be shaded like a normal line would?
Of course, there is some trouble here, since the lines that open the door may be a script (maybe in addition to opening the door, they do some cool light effect too). A UDMF flag possibly could be added to make a line be shaded as a door if it's not using Door_Raise or Door_Open directly. And should a switch that uses those specials but with a tag be shaded like a normal line would?
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Re: Automap line color for non locked doors
What about that thing I coded in a while back that lets you specify how a linedef should look on the Automap?
Edit: "ForceAMap" I don't think it's in the documentation (I should go check that) but here's where it was added...
viewtopic.php?f=18&t=52503
Edit: "ForceAMap" I don't think it's in the documentation (I should go check that) but here's where it was added...
viewtopic.php?f=18&t=52503
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Re: Automap line color for non locked doors
There are option "Show trigger lines" in Option->Automap options, which can be set to "Off", "On" and "All except doors". It should be easy to add new option "Only doors", since it already able to filter them away.
Unless this feature request a way to paint whole door sector in some colour.
Unless this feature request a way to paint whole door sector in some colour.
Re: Automap line color for non locked doors
My request is exactly what Apeirogon mentioned, but I can understand how that got confusing.