Making a multi-activation linedef

From DoomWiki.org

Revision as of 14:48, 12 April 2008 by Janizdreg (talk | contribs) (Reverted edits by 68.204.198.205 (talk) to last version by Ryan W)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Multi-activation linedefs are linedefs that can activate different things each time they are crossed, so you can have a door that will only open the third time you pass near it, for example.

Implementation[edit]

The method as explained step by step in Bug's Revolutionary Techniques for Doom and Doom II v2.3 guide:

Steps:

  • Trace a linedef which has the function lower sector with tag XXX to the lowest near.
  • Create 2N - 1 adjacent sectors, where N is the number of times the linedef must be crossed before activation. I recommend to make them as thin as you can, put one after other, and use them to connect two rooms.
  • Fix their floor height to be the same than the ceil.
  • Give them the sector tag XXX.
  • You might need to choose textures for the inner sectors.

Limitations[edit]

  • This technique is limited to lower and raise sector heights.
  • If a player cross again the linedef too soon, it may be required more than N activations. The lapse of time is a function of the height of the N sectors.

Example[edit]

LINEORD.WAD (file info) is an example of this trick. The player must fall five times to reach the exit. As the door is very tall, you must wait a little between activations.