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Author Topic: [Map Editing] Fully Functional BeatCallCheck?  (Read 3846 times)

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November 07, 2010, 11:04:18 PM
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Offline Joseph Collins

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[Map Editing] Fully Functional BeatCallCheck?
« on: November 07, 2010, 11:04:18 PM »
Hello!  I feel mildly embarassed to be asking this, but I can't, for the life of me, figure out what I'm doing wrong.

I'm currently working on a map for the game in which it's possible to fall to your death.  Since it's a massively wide-open map with tons of pitfalls, I want to implement Beat into the map.  After browsing several maps, the ACS coding seemed simple enough to implement:
Code: [Select]
Script # OPEN
{
delay(1);
SectorDamage(#, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);
restart;
}
That was the entire code.  It seemed to work, too.  If I fell on to a sector with the defined sector tag #, I died with the message "fell too far".  However, whenever I fell in my level while I had Beat equipped, instead of Beat activating, I simply wouldn't die and I'd end up stuck in the pit.  I also noticed that this happened in any other custom level with pitfalls except Ivory's "Wood Man's Revenge" CTF level, which...despite having the exact same ACS scripting as everyone else...somehow manages to make Beat work correctly if you fall into a pit.

How do you do it?  Ivory?  CutmanMike?  Anyone else?  How is it done?  I seriously wanna know.  My level is pretty flawed without having a working BeatCallCheck script in it.

Thanks in advance!

November 07, 2010, 11:06:03 PM
Reply #1

Offline Mr. X

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Re: [Map Editing] Fully Functional BeatCallCheck?
« Reply #1 on: November 07, 2010, 11:06:03 PM »
That's why I was going to remove Beat from Wily Stage 5:  I can't figure this out.

November 07, 2010, 11:16:11 PM
Reply #2

Offline Ivory

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Re: [Map Editing] Fully Functional BeatCallCheck?
« Reply #2 on: November 07, 2010, 11:16:11 PM »
The answer is easy! You're all missing something that the official maps and my Wood Man's revenge have.

You need more than just the sector tag. You need an Actor Hits Floor thing with Script Execute Always 205. Which is what makes Beat Whistle activate. Keep in mind every sector in your beat-deathpit's needs to have that thing in them.

Really, if you just opened up my map in Doom Builder or one of the official maps that uses beat whistle, you would see that thing in the pits as well.

November 07, 2010, 11:26:41 PM
Reply #3

Offline Joseph Collins

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Re: [Map Editing] Fully Functional BeatCallCheck?
« Reply #3 on: November 07, 2010, 11:26:41 PM »
*head hits desk*  D'oh!  I can't...it's that...  How did I miss that?!  Wow!  *facepalm*  Thank you, thank you, thank you Ivory.  I mean, I have an excuse for not knowing, but if I were a little more observant of the actual maps...  x_x;

November 07, 2010, 11:29:40 PM
Reply #4

Offline brawlman9876

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Re: [Map Editing] Fully Functional BeatCallCheck?
« Reply #4 on: November 07, 2010, 11:29:40 PM »
yay i knew that before everyone!!!!!!!!, thank you, ivory, for being a cool person hanging at cutty's streams.

November 08, 2010, 09:31:39 AM
Reply #5

Offline CutmanMike

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Re: [Map Editing] Fully Functional BeatCallCheck?
« Reply #5 on: November 08, 2010, 09:31:39 AM »
Blarg, Ivory hit the nail on the head!

Some of these editing aspects should be added to the wiki if you figure new things out. Share your knowledge with others! After all, knowing is half the battle  ;)