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THZ2 Slime Raise Sector Effect...broken?

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JJames19119

Why did they remove Grey
I've went ahead and made a THZ2 esque level but with a lot more factory elements. So I also went ahead and tried out the THZ2 Slime Raise thing. But there's one thing wrong. Actually, plenty of things wrong. The button itself works but when you do press it, the water is raised to it's highest amount and the door raises by only a few units. Yes, I made sure all of them were the right tags and everything, according to BOTH srb2.srb and a441's reference. Am I doing something wrong or can custom wads even have this feature?
 
Call me a lunatic, but I think with most effects, linedef lengths or sector heights have something to do with effects.
I would try messing with the sector's heights...
The sector with the slime raising thing, that is...
 
Try creating the effect you want using linedef executors instead of the slime raise - the slime raise is an old proprietary effect.
 
I see....gonna require a lot of linedef executors but meh. :| Well it's nice to see yet another broken linedef action in SRB2!
 
It's intended specifically for THZ2. That's probably why it isn't working for you. That was made 3 years ago. Linedef execs are the future.
 
One problem I found with linedef executors though is that you can only have one linedef executor in one map. If you have two, they'll just execute the same linedefs.

...unless I'm wrong somehow, am I?
 
You can have unlimited linedef executors (barring linedef limits that are standard for DOOM and all its spin-offs, though you're unlikely to need to worry about it) if you give each action its own sector (that is, two sectors for a basic door, one opening it and another closing it). That's what I did in Castle Wolfenstein, and I think it worked out okay.
 
Well I got it to work now. Found out linedef executors only effect the control sector it's in. Whoops. Oh well, thanks guys.
 
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