oasiz, on 17 July 2015 - 12:03 PM, said:
You should post some of this stuff in the build porn thread that we made,...
D'Oh! I don't know how I missed that thread - it's exactly the sort of thing I was looking for !
I'm wondering whether to also post failures; I did experiment with the escalator; problems tended to boild down to the speed the sector moves which allows the player to pass through what should be blocking walls, but maybe someone else can fix it or not waste their time getting to the same point that I did ?
oasiz, on 17 July 2015 - 12:03 PM, said:
I really liked your idea with the door kick.
I did something similar but it mainly just triggered a regular door instead of using it like that.
Theoretically you could even apply some sketchy animation if you slide more sectors and using O to make sure that the alignment never gets off.
I have to admit, I didn't feel that the kicked door effect was complete until I could get the door to slide along the ground just a little. Currently pondering using a rotating sector on each vertex of the dorr-on-the-floor - using a large(ish) rotate sector and rotating through a small angle should make the resulting movement reasonably linear. Or, rotating the door sector(s) themselves, using a very large radius but rotating through a small angle.
As for the footprint on the door being low down, the solution is to use a sloped floor sector (the ultra thin one used to remove the footptint sprite after door kicked) and have the first wall higher up (but hidden withing the wall at the side). That'll raise the footprint to where the player is liable to actually notice it !
oasiz, on 17 July 2015 - 12:03 PM, said:
Also one advice with positional sounds that you seem to use, you can place them over the actual area that it happens in.
In this case I would place all the small sectors where the footprints happen, as long as you don't link them in the same "space", you will simply have precisely 1:1 mapped sound sources, even do weird positional tricks, not to mention overlapping 2way trains that emit sound. More of that on that buildporn thread
I admit I was being lazy. With a proper map I usually move help sectors to the correct position as one of the last jobs as I get easilly confuddled by sectors over/within sectors.
oasiz, on 17 July 2015 - 12:03 PM, said:
Activatorlocked: This simply exists to prevent the player from normally operating it by using it, assign it a lotag that you will never use (999 if you want to). This way it never unlocks normal "use" for the door and you won't get that message either. Think of it as "Locked, can only be activator'ed" When you unlock this, you can normally use it.
Why didn't this occur to me !?
I shall be updating the original map at some stage and will put the result in the thread you mentioned. Far more sensible place to put it.
TTFN,
Jon