M210, on 02 March 2012 - 04:43 AM, said:
operateactivators, operatemasterswitches, operaterespawns, operatesectors, activatebysector doesn't works for it. How to do this?
Yeah, none of those commands will work because the lightswitch doesn't work with activators or sector tags (etc.) it all happens within the SE. That being said, you'd have to find some way to alter the SE to make it jive with checkactivatormotion or something like that. I don't mess around with SE's or really any of those actors so I can't help with that. If I were you, I'd just make a new actor that uses checkactivatormotion, then changes the floorshade of the sector it's in to a certain parameter defined in its hitag (or some other struct member like that) if the activator in motion equals a certain other struct member (lotag, extra, etc.)
And as long as I'm mentioning checkactivatormotion, is there some other sort of command I'm not aware of that checks the motion of a sector itself? I created an actor some time ago that would play two different, specific sounds for when a door opened and closed (like in Doom), but ATM it's using checkactivatormotion to keep tabs of when the door's actually
opening and when it's
closing, ergo every door that uses this actor HAS to be operated by a switch. I'd kind of like for it to also work with regular doors that you can open with the spacebar, but I can't find any command or check that would help with that.