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This has probably been asked before but, how do I make buttons and when pressed, have them raise or lower specific floors/sectors?
script 1 ENTER{int WaterType = WaterCheck();int WaterGravity;int i;Switch (WaterType) { Case 1: If(WaterGravity == 1) { WaterGravity = 0; ThrustThingZ(ActivatorTID(),0,0,0); ACS_ExecuteAlways(5,0,0); If(i<=0) { SpawnProjectile(0, "MMSplash",0,0,0,0,0); i=20; } } break; Case 2: If(WaterGravity == 0) { ACS_ExecuteAlways(5,0,1); ThrustThingZ(ActivatorTID(),5,0,1); WaterGravity = 1; If(i<=0) { SpawnProjectile(0, "MMSplash",0,0,0,0,0); i=20; } } break; }if(GetActorProperty(ActivatorTID(),APROP_HEALTH)<1){terminate;}if(i > 0){i--;}Delay(1);Restart;}
str BOSSSONG = "MM2BOSS"; //Put the boss music herestr VICSONG = "MM2VIC"; //And this is your victory musicint Maxfrags;Bool BossMusic;script 203 (void){int modeofplay = ACS_ExecuteWithResult(975);int IsTeamGame = ACS_ExecuteWithResult(975,1);Switch(modeofplay) { Case 0: // DM / TDM Case 5: //Terminator too! if(GetCVar("fraglimit") <= 5){terminate;} If(IsTeamGame==0) { if(PlayerFrags() <= maxfrags){terminate;} maxfrags = PlayerFrags(); } If(IsTeamGame==1) { If(BlueScore() <=maxfrags && RedScore()<=maxfrags){Terminate;} If(BlueScore() > maxfrags){maxfrags=BlueScore();} If(RedScore() > maxfrags){maxfrags=RedScore();} } if(MaxFrags >= GetCVar("fraglimit") - 5 && BossMusic==False) X { SetMusic(BOSSSONG); BossMusic=True; } if(MaxFrags >= GetCVar("fraglimit")) { SetMusic(VICSONG); } break; Case 1: //possession break; Case 2: //LMS / TLMS break; Case 3: //Duel if(GetCVar("fraglimit") <= 1 || PlayerFrags() <= maxfrags){terminate;} maxfrags = PlayerFrags(); if(MaxFrags == GetCVar("fraglimit") - 1 && BossMusic==False) { SetMusic(BOSSSONG); BossMusic=True; } if(MaxFrags >= GetCVar("fraglimit")) { SetMusic(VICSONG); Delay(35*6); SetMusic("*"); } break; Case 4: // CTF break; }}
#include "zcommon.acs"
Draw a sector outside of the map (apart from it) and give it the textures and stuff you want showing in horizons and skies. Then, place a Skybox Viewpoint object (located in Cameras and Interpolation) in the middle of your skybox and give it a Zheight of at least 8.To adjust brightness, press S to enter Sectors Mode, then right click a sector and give it 255 brightness or whatever. If you wanna make everything 255 bright as it should be, just hold left click and expand the square to select all the sectors, then right click one and give it 255 brightness and click OK.
Turboroaders take curves by going over a line which activates a script for them to face a certain angle. I suggest that you look at Turbo Man's map in Doom Builder and try to copy what it does.