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multistorey building

 
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david_crowther
Dianoga

Joined: 20 Mar 2006

PostPosted: Apr 01, 2006 15:09    Post subject: multistorey building View user's profile Send private message Send e-mail Reply with quote

How do i create a multistorey building in WDFUSE? I want to build two or three sectors above each other that the player can then access via an elevator. I have tried building a sector and then building another sector directly above it but on a different layer. I then extruded a small room from the bottom sector which I then tried to adjoin to the sector above. The problem I have when I GOB tested the level is that when I enter the elevator sector on the bottom floor and turn around a 'wall' appears behind me blocking me from getting back to the bottom sector. I think this has something to do with adjoining the two sectors but i'm not sure. If anyone could be of any help it would be much appreciated. Here is an image of what I am trying to achieve:

http://i74.photobucket.com/albums/i249/david_crowther/Roomdemo.jpg

Cheers

Dave

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Apr 01, 2006 17:48    Post subject: View user's profile Send private message Reply with quote

You must use an adjoin command in the elevator's INF statement. A line cannot be adjoined to 2 sectors at once.

Read all of this and print it out for reference:
http://df-21.net/downloads/tutorials/jkdfpack.zip

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Apr 12, 2006 03:44    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'll give a two floor example. More floors are slightly more complex, but the same idea.

This requires you not be able to see two floors at once, IE the second one is too high... what you can do is give the elevator a moving ceiling as well as a floor to help, or do what Lahara Hotel did and use doors on the elevator.

You'll have to put two stops in your elevator, right above where you'd be able to see the lower floor from the elevator. The first should be a timed stop at 0 and it should have an adjoin command that adjoins the elevator wall with the second floor. Then the next stop should be set to the second floor so it will continue up

The second stop you make will do the opposite, setting the adjoin to the first floor. Then it goes to the next stop (the first floor).

You might also have to remove the elevator "start" and "stop" sounds to keep them from sounding. You can fake them through other means, based on when the user triggers the elevator and when it reaches a proper stop.

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Lionel Fouillen
Gamorrean

Joined: 27 Sep 2003

PostPosted: May 09, 2006 09:13    Post subject: View user's profile Send private message Reply with quote

I used the adjoin thing as well in Archangel 3. It is still unreleased but you can get the demo and see how I did. It's the room where you take an external elevator to go down a long way to the ground floor.

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