/** Runs a linedef executor.
*
* \param actor The mobj sent with the linedef execution request. Its location
* is used to set the calling sector. The tag used is its state
* number (beginning from 0) plus 1000.
* \sa A_LinedefExecute
* \author Graue <graue@oceanbase.org>
*/
void A_LinedefExecute(mobj_t* actor)
{
P_LinedefExecute((int)(1000 + (size_t)(actor->state - states)), actor, actor->subsector->sector);
}
Shadow Hog said:What switch? There's no switch involved in my example. The Thing that dies - the boss, in this case - is what opens the door, no stupid switch that could be activated at any point in time, letting you skip the boss entirely.
Shadow Hog said:What switch? There's no switch involved in my example..
SSNTails said:Create a new empty SOC and open it in the SOC Editor. Go to the Edit States section, and choose S_PLAY_ATK1.
Change S_PLAY_ATK1's action to A_LinedefExecute. Save. Close SOC Editor.
Make a level that has a regular linedef executor. For the tag# of the trigger linedef (has special type of 95-99), put 1013 for its tag. You don't need to make any kind of trigger sector (special types of 971-975).
I've never used it, personally. a441 implemented this thing. Mystic might have some kind of example.
Shadow Hog said:Although, are we limited only to that one tag? It'd be nice to have some way of specifying what number tag it'd execute, even if I can't think of how.
JJames19119 said:7 the player would lower the current sector he's in
SSNTails said:JJames19119 said:7 the player would lower the current sector he's in
Oh, but not the current one he's in... the one with the 1055 tag would be affected.
JJames19119 said:call the line-exec "Lower Trigger Sector" with a height of 32, each time the player does the special animation, the player would lower the current sector he's in by 32.