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Multiple Scrolling Walls, One sector

 
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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: May 27, 2004 05:33    Post subject: Multiple Scrolling Walls, One sector View user's profile Send private message Reply with quote

I'm trying to have multiple scrolling walls all in one sector. The thing is, I don't want them to all move in tandum. Each wall is acting as a switch to scroll its BM to the next position. (There are more than two switch positions, so I'm scrolling the wall rather than making a true switch.) But when I activate one, I activate them all (since all the walls have the "Allow Scroll Texture" flag, and the sector INF is just class: elevator scroll_wall.)

I think I need seperate scroll_wall elevators for each wall in the sector INF, but I don't know how to distinguish them, how to tell each wall trigger which elevator to go to, or the elevator which wall to scroll.

What I absolutely DON'T want to do is have to create little sectors next to each wall... I could see that leading to HOMing if I have too many.

Any help is greatly appreciated. Thanks.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 27, 2004 07:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

Would it be possible to assign special bits for that sector?

Otherwise, I don't think there is any other way to do that other than using the small sectors Sad .

_________________
I don't think outside the box... I customize it.

Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: May 27, 2004 13:36    Post subject: View user's profile Send private message Reply with quote

Off the top of my head, the only thing I can think of is to use set_bits/clear_bits to toggle the "Allow Scroll Texture" flags. Turn on the wall you want to scroll, scroll, turn it off...

Maybe there's some problems with that that I don't know of, but it seems like it would work.

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: May 28, 2004 00:00    Post subject: View user's profile Send private message Send e-mail Reply with quote

Um... sounds like a job for EVENT and EVENT_MASKs to me... but maybe I don't understand your problem correctly? I dunno that solution seems too easy to me.

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Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: May 28, 2004 00:25    Post subject: View user's profile Send private message Reply with quote

I looked into EVENT and EVENT_MASK. Each wall could have it's own custom event, and a message could be sent to each wall. The problem is, the elevator SCROLL_WALL is applied to the sector, not the wall. So all the walls in the sector set to scroll (flag 1 bit 256) will scroll, not any individual ones.

I think if it's possible, it's like what Scape Goat suggested. (Thank you.) I've started working on that method. I'm running into some problems, but we'll see. I need to figure out what exactly it is doing wrong, what it's behaviour is (and how it differs from what I want/expect) before I can try to fix it. I think part of the problem is that I want the textures to move a certain number of bits each time (like 32 pixels.) So instead of going to stops 0, 32, 64, etc. I want it to just move 32 pixels, each time, no matter what. I tried @32 , but it's not working as I liked. It seemed to stay in the one place.

I'll keep working on it.

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: May 29, 2004 01:55    Post subject: View user's profile Send private message Reply with quote

Geez, whatever you do, don't ask me...

I like the idea of using a dummy sector to organize the whole thing. The dummy sector could control each wall at the appropriate time by setting and removing bits for each wall. BUT since your description is so vague as to the purpose of the whole thing I don't think anybody here will really know what to suggest.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 29, 2004 05:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

I think he did that so that not much information would leak out that would ruin part of the level for us.

_________________
I don't think outside the box... I customize it.

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: May 29, 2004 14:25    Post subject: View user's profile Send private message Reply with quote

I'm sure that is the reason, but if I knew what the desired special effect was and the reason for it than I could maybe even suggest a completely different effect that would make equal sense in gameplay. Eh, Matt?

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: May 29, 2004 18:19    Post subject: View user's profile Send private message Send e-mail Reply with quote

Maybe you two should colaborate on that a little more between yourselves, as it is your project.

_________________
I don't think outside the box... I customize it.

Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Jun 01, 2004 05:51    Post subject: View user's profile Send private message Reply with quote

FINE... The effect is for some damagable walls.

I'm still not getting the behaviour I want... one wall can go through it's sequence. But if I alternate between the walls, some don't always scroll (or scroll correctly.) It's like it has to catch up to the other ones. It's weird.

I think I might just go with the mini sectors (I tried to avoid) and switches to get the effect.

(BTW Patrick, It was midnight when the issue came up, and I wasn't about to go making phone calls. And it was just as easy to post here as write an e-mail, asking everyone, hoping you and Barry would see it.)

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Jun 01, 2004 06:06    Post subject: View user's profile Send private message Reply with quote

I know, I'm just being a pain.

Matt H
Dark Trooper Phase 1

Joined: 24 Sep 2003

PostPosted: Jun 01, 2004 06:16    Post subject: View user's profile Send private message Reply with quote

I kind of guessed. You can be good at it! Wink

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