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PostPosted: Tue May 08, 2012 10:35 pm 
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Well, I want to know how to make a sector inside of an existing sector. This rectangular part on the side I Want to be three separate sectors.

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PostPosted: Tue May 08, 2012 10:48 pm 
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Airman_Tengu wrote:
Well, I want to know how to make a sector inside of an existing sector. This rectangular part on the side I Want to be three separate sectors.

Image

Put a linedef/series of linedefs inside the sector and make sure it closes, that will automatically create a new sector.


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PostPosted: Tue May 08, 2012 10:56 pm 
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Hmm okay, I was also wondering how to add death spikes on the floor?


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PostPosted: Tue May 08, 2012 11:16 pm 
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Airman_Tengu wrote:
Hmm okay, I was also wondering how to add death spikes on the floor?

A couple of ways.

Bubble Man Spikes and Burst Man spikes I believe kill on contact.

For others either set actor action to 115 - Instant Death.

Or add to the script
Code:
Sector_SetDamage(<sector tag>, 255 (this is damage), <type #>);

Use this page for more info on this one. http://zdoom.org/wiki/Sector_SetDamage


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PostPosted: Wed May 09, 2012 12:38 am 
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Alright everythings good; The only other thing I need to know is the code for changing the music when there are 5 frags left.


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PostPosted: Wed May 09, 2012 12:40 am 
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Airman_Tengu wrote:
Alright everythings good; The only other thing I need to know is the code for changing the music when there are 5 frags left.


Try looking at tutorials; they might help. You might need SLumpEd if you don't have it already...


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PostPosted: Wed May 09, 2012 1:16 am 
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Airman_Tengu wrote:
Alright everythings good; The only other thing I need to know is the code for changing the music when there are 5 frags left.

If you are using a normal boss song in your mapinfo lump put
Code:
Par = <1-8>

1 = MM1
2 = MM2
3 = MM3
4 = MM4
5 = MM5
6 = MM6
7 = MM7
8 = MM7's Wily Fortress boss

If you are using a custom song put this in your script
Code:
script 203 (void)
{
   if(GetCvar("lastmanstanding")==1){terminate;}
   if(GetCvar("teamlms")==1){terminate;}
   if(GetCvar("ctf")==1){terminate;}
   if(GetCvar("oneflagctf")==1){terminate;}
   if(GetCvar("possession")==1){terminate;}
   if(GetCvar("teampossession")==1){terminate;}
   
   if(GetCvar("duel")==1){
   if(PlayerFrags() == GetCVar("fraglimit") - 1){SetMusic("<songnam>");} terminate;}

   if(PlayerFrags() == GetCVar("fraglimit") - 5){SetMusic("<songname>");}
}


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PostPosted: Wed May 09, 2012 1:43 am 
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I don't know what Im doing wrong o-0 Im doing it exactly as you said, I have the music lump there, Im setting the custom song to that, but the music still doesnt change when there are 5 frags left.


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PostPosted: Wed May 09, 2012 1:52 am 
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Airman_Tengu wrote:
I don't know what Im doing wrong o-0 Im doing it exactly as you said, I have the music lump there, Im setting the custom song to that, but the music still doesnt change when there are 5 frags left.

What exactly do you have in the script, I think I may know whats wrong.


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PostPosted: Wed May 09, 2012 1:55 am 
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include "zcommon.acs"

script 203 (void)
{
if(GetCvar("lastmanstanding")==1){terminate;}
if(GetCvar("teamlms")==1){terminate;}
if(GetCvar("ctf")==1){terminate;}
if(GetCvar("oneflagctf")==1){terminate;}
if(GetCvar("possession")==1){terminate;}
if(GetCvar("teampossession")==1){terminate;}

if(GetCvar("duel")==1){
if(PlayerFrags() == GetCVar("fraglimit") - 1){
ACS_Terminate(8,0); SetMusic("TURTBOSS");} terminate;}

if(PlayerFrags() == GetCVar("fraglimit") - 5){
ACS_Terminate(8,0); SetMusic("TURTBOSS");}


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