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Elevator Trouble

 
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Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Oct 03, 2004 03:45    Post subject: Elevator Trouble View user's profile Send private message Send e-mail Reply with quote

Ok...

So I have an elevator that goes between three floors. I got the elevator to work just fine but I was trying to add the ability to go from level 3 to level 1 or visa versa. I have the logic all worked out and have done the INF for it so it should be working but it is not.

I have pinpointed the problem to be in a goto_stop call. Can you not make a call like this when the sector is an elevator move_fc? I have the following sequences:

For the elevator:
Code:
/*
Format:
Sit (dummy stop if changing level)
Close
Adjoin
Open
Sit (trigger if on floor)
*/
seq
  class: elevator move_fc
      speed: 7
      event_mask: 0
    stop: elev_1adjoin hold
    stop: elev_1adjoin hold
      message: 1 elev_control goto_stop 1
    stop: 8 0
      message: 2 elev_adjoinme goto_stop 2
    stop: elev_2adjoin hold
      message: 3 elev_control goto_stop 2
    stop: elev_2adjoin hold
      message: 4 elev_messages(2) m_trigger 
      message: 4 elev goto_stop 3
      message: 4 elev_trig(2) done 
    stop: elev_2adjoin hold
      message: 5 elev_messages(3) m_trigger 
    stop: elev_2adjoin hold
      message: 6 elev_control goto_stop 3
    stop: 56 0
      message: 7 elev_adjoinme goto_stop 3
    stop: elev_3adjoin hold
      message: 8 elev_control goto_stop 4
    stop: elev_3adjoin hold
      message: 9 elev_messages(3) m_trigger 
    stop: elev_3adjoin hold
    stop: elev_3adjoin hold
      message: 11 elev_control goto_stop 5
    stop: 56 0
      message: 12 elev_adjoinme goto_stop 2
    stop: elev_2adjoin hold
      message: 13 elev_control goto_stop 2
    stop: elev_2adjoin hold
      message: 14 elev_messages(2) m_trigger 
    stop: elev_2adjoin hold
    stop: elev_2adjoin hold
      message: 16 elev_control goto_stop 3
    stop: 8 0
      message: 17 elev_adjoinme goto_stop 1
    stop: elev_1adjoin hold
      message: 18 elev_control goto_stop 0
    stop: elev_1adjoin hold
      message: 19 elev_messages(1) m_trigger 
    slave: elev_floor
    slave: elev_trig
seqend


For the floor number chooser:
Code:
seq
  class: elevator scroll_wall
      sound: 1 0
      sound: 2 0
      sound: 3 0
      angle: 0
      speed: 0
      event_mask: 32
    stop: 0 hold
      message: 0 elev_floornum next_stop 
    stop: 16 hold
      message: 1 elev_floornum next_stop 
    stop: 32 hold
      message: 2 elev_floornum next_stop 
    stop: 32 0
      message: 3 elev_floornum prev_stop 
      message: 3 elev_floornum prev_stop 
      message: 3 elev_floornum prev_stop 
seqend


For the decision for going to what floor:
Code:
seq
  class: elevator basic
      sound: 1 0
      sound: 2 0
      sound: 3 0
      speed: 0
      event_mask: 0
    stop: 0 hold
    stop: 1 hold
    stop: 1 hold
    stop: 2 hold
    stop: 3 hold
    stop: 2 hold
    stop: 1 hold
      message: 6 elev goto_stop 15
    stop: 2 hold
      message: 7 elev goto_stop 3
    stop: 3 hold
      message: 8 elev goto_stop 5
    stop: 3 hold
    stop: 1 hold
    stop: 2 hold
    stop: 3 hold
seqend


The sequences are long and drawn out and I'm sorry for that but it is all that I figured out right now. I might figure out a way to shorten it later I didn't finish it (mainly because I hit this little problem) and right now it (should) just show a message when I hit 3 (stop: 32 hold for the floor number). I added the same exact message to the decision making sequence and it worked fine. Am I doing something wrong? Also next_stop works fine too.

Sorry for the long post BTW Very Happy Wink Very Happy

_________________
It's good to be a little cheesy...

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Oct 03, 2004 12:56    Post subject: View user's profile Send private message Send e-mail Reply with quote

Not that it seems to matter much... but I figured out my problem. I was wanting the elevator to just skip to the desired stop instead of how DF handles the goto_stop which is to go to every stop in between also.

I'm trying something new and seeing if that works.

_________________
It's good to be a little cheesy...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Oct 04, 2004 14:39    Post subject: View user's profile Send private message Reply with quote

N'gah! I've got a level in the works with a fully functional elevator like that... Now it's no longer unique... (but I think it uses a lot less INF for three floors, about 40-50 lines for everything)

_________________
Wake up, George Lucas... The Matrix has you..

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Oct 04, 2004 15:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well you can still be unique.

After a while of trying to get it work and keep failing, I finally gave up and moved on to the rest of the level (at that point I was only about 20%25% done). I may go back to it later but not for a while.

_________________
It's good to be a little cheesy...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Oct 04, 2004 16:09    Post subject: View user's profile Send private message Reply with quote

Don't worry about it, JC. I still have other, never-before-seen INF work to show off (such as working security cameras: they see you, you gotta get outta sight fast, or shoot them, else stormies start pouring in). If I remember, I'll send you a copy of the INF I use, so you can get it working (the only problem currently in mine is that you can hit mutiple floor buttons at once, but I know how to fix it)

_________________
Wake up, George Lucas... The Matrix has you..

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Oct 04, 2004 20:09    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well there goes my thought to...

I haven't actually done the INF sequences yet but I have also thought of security cameras in my level. Like my dad always says, "Great minds think alike." Very Happy Wink Very Happy

_________________
It's good to be a little cheesy...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Oct 04, 2004 23:45    Post subject: View user's profile Send private message Reply with quote

Hope this measn that, deep down inside, I'm not as cheesy as you are... Let's just hope you haven't firgured out a way arround sending subsectors from one to another across the X or Z planes, or how to have a 1000+ DFU hallway without HOMing...

_________________
Wake up, George Lucas... The Matrix has you..

Jedi Cheddar
Gamorrean

Joined: 13 Sep 2004

PostPosted: Oct 05, 2004 01:22    Post subject: View user's profile Send private message Send e-mail Reply with quote

Nope... I'll leave those enhancements to you Very Happy Smile Very Happy

:: thinks to himself why you would need a 1000+ DFU hallway ::

Oh well... it will be coll to look at none-the-less. Although I did manage 150+ no problem (not a hallway but outdoor area) but I think that's been done already so I'm doing nothing new there.

I do have other INF sequences already made that I hope will impress at least someone. Heck, I'm impressed that I could create something like stuff I did.

_________________
It's good to be a little cheesy...

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