A_LinedefExecute

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Joat

Gum Phoenix
The wiki doesn’t adequately describe how to use this action. Might someone be able to explain how to use it?
 
Create an ordinary linedef executer, except don't make the button. But still make the control sector for the button. Set Var1 to the tag you would give the button, and thar ya go.


Also, in my experience it's only worked when using a continuous linedef executor, rather than a one time, or each time.
 
Sorry for the double-post, but things still aren’t working. I’m afraid I don’t quite understand what you’re saying. I understand the SOCcing part, but not quite what you are trying to say with the construction of the linedef executor.
 
I must be misunderstanding the vocabulary, or something, because I’m still not getting any results. Can I have some visual aid?
 
Set up a (continuous) trigger linedef with the tag you're calling to from the states. When the state runs, it should activate the trigger linedef you've made.

Two things you should consider checking:
Does the socced object make it to the state in which it runs A_LinedefExecute?
Does the linedef executor do anything after being triggered?
 
Basically, make a linedef executer as though you were gonna have the player press a button as you usually would. Then highlight the sector that makes up the button, and hit delete.
 
I can visibly see the state being activated, so yes on the first check.

And I tried activating it as normal (as in, with an activation sector) with success, so yes on the second check.

And I never really made a button exactly (plenty of linedef executors, but no buttons), but I think I see what you’re saying.

*tries it*

Well, once again, doing it with a linedef activator sector (as in, like normal) does the job perfectly. And when I changed the action to A_BombShield as a test, it did that just fine. But when I try to make the A_LinedefExecute, it doesn’t do a thing.

When I did it in devmode, I got this: “RUNNING MOBJTYPE 252’S SECTOR WITH TAG 1001”. Does that mean I have to do something to the sector the object is in?
 
The tag of the executor linedef (type 96) is 1001, matching var1. The music-changing linedef is in the same sector as this. Those are the two components I have.
 
The object that executes A_LinedefExecute is treated as the calling object, chances are whenever you tested it you did so in such a way that the player was treated as the calling object. The way a music changer works is that it'll effect the calling object if it's a player, if the calling object isn't a player, it does nothing.

Isn't there something you can check on the music change linedef to make it effect all players, rather than just the calling object though? The wiki doesn't mention it, but if you just play around with the flags of that linedef, it should work eventually.
 
Your theory holds. I tried it with raising the floor and it worked.

However, your second theory seems far less fortunate. However, I should be able to do a workaround using Change Front Sector’s Tag.

EDIT: Ding! There, that was a more complex fix than I hoped for, but it was a fix nonetheless.
 
I’ve gotten it to work just fine.

Interestingly, it doesn’t seem to change FOFs. Makes sense, I suppose.
 
As far as I can see, changing the tag does nothing in terms of FOFs, scrollers, current, et al. However, it can change which control sector will affect it in a linedef execution.

http://www.yourfilehost.com/media.php?cat=other&file=samp.wad

The above level (MAP01) isn’t pretty, but it gets the job done. Before you step into the red sector, the green sector will continuously add 100 points at a time. Afterwards, however, it will continuously dock your score one point at a time, because a different linedef execution is occurring.
 
Could you please host it elsewhere, like SRB2FFH or Mediafire? That site is blocked under Pornography Web_Email. I can only imagine how many ads that site would have, too. =/
 
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