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January 29, 2011, 04:19:49 PM
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Offline KillerChair

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Beat
« on: January 29, 2011, 04:19:49 PM »
Ive been searching all over the forum but couldn't quite find how to make Beat work in a map though i know it has been posted a few times.
Could someone tell me this and maybe even add it to a tutorial somewhere?

January 29, 2011, 04:27:41 PM
Reply #1

Offline SickSadWorld

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Re: Beat
« Reply #1 on: January 29, 2011, 04:27:41 PM »
You have to edit this to suit your map

The spot with the ## make into your script number.

The spot with ### make into the tag of the sector you want to be affected.


Code: [Select]
#include "zcommon.acs"   // This defines the DAMAGE_PLAYERS

script ## OPEN   // Your script number goes here MUST CHANGE OR WONT WORK
{
delay(1);
SectorDamage(###, 255, "Falling", "BeatCallCheck", DAMAGE_PLAYERS);  
// Change the ### to the sector tag you want from your map
restart;
}

January 29, 2011, 07:40:29 PM
Reply #2

Offline KillerChair

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Re: Beat
« Reply #2 on: January 29, 2011, 07:40:29 PM »
I have this in my script now and it wont work.

I also have water flows in this map so that's script 1.

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January 29, 2011, 08:06:15 PM
Reply #3

Offline Ivory

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Re: Beat
« Reply #3 on: January 29, 2011, 08:06:15 PM »
For the love of... I know this exists because I answered this very question months ago!

You need the script, that's what most people figure out. The thing most people miss however is the actor hit's floor things that set off another global script.

I can't remember the numbers off the top my head, but going into any official map like Bomb Man or CTF Wood Man's Revenge will show you how Beat Whistle is done.

January 29, 2011, 08:14:44 PM
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Offline KillerChair

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Re: Beat
« Reply #4 on: January 29, 2011, 08:14:44 PM »
Right... Thanks.

You may lock this thread now.
But for other people it might be nice to add this to a tutorial somewhere.
Maybe a MM8BDM gimmick tutorial featuring only the gimmicks that are in the official game?

Just a thought.

January 29, 2011, 08:23:27 PM
Reply #5

Offline CutmanMike

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Re: Beat
« Reply #5 on: January 29, 2011, 08:23:27 PM »
The wiki could be turned into a database of editing tutorials, if anyone is up for a bit of typing!

January 29, 2011, 10:30:29 PM
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Offline SickSadWorld

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Re: Beat
« Reply #6 on: January 29, 2011, 10:30:29 PM »
Quote from: "CutmanMike"
The wiki could be turned into a database of editing tutorials, if anyone is up for a bit of typing!

It would be great if we could get some of people's responses from this board in there. Some of Ivory and your answers to my questions would probably find great usefulness for others somewhere along the line. Often the ZDoom wiki is lacking in many of the issues that have answers here on the cutstuff forums.

Back on topic, to expand and clarify on what Ivory said a bit.

That script you now have in your map will kill a player saying they fell too far when they touch the floor of the sector. However, as it is there if they have a Beat call they will simply not die when they touch the floor but the beat will remain inactive.

What you need to add is a special thing, 9999 Actor touches floor and give it an action Script Execute Always. Then for the script number, give it the special number 205, which is one of Mike's secret global ACS scripts. This script will activate the Beat call when the actor touches the floor. Make sure the thing itself is in the damaging sector.

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January 29, 2011, 10:39:27 PM
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Offline Kshakas

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Re: Beat
« Reply #7 on: January 29, 2011, 10:39:27 PM »
Messatsu has a thread How do I do that in doom builder, which is excellent in my opinion, he has already made a few example maps for me, when there are enough example maps for different problems, they should be compiled into a tutorial.pk3 or something...enough blabbering.

January 29, 2011, 11:17:20 PM
Reply #8

Offline KillerChair

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Re: Beat
« Reply #8 on: January 29, 2011, 11:17:20 PM »
Quote from: "SickSadWorld"
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You are an angel ;)