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Re: Activation range for wall switches?



In article <[EMAIL PROTECTED]>, ras2 wrote:

> In the level I'm working on, I've set up an overly complicated system
> that is supposed to keep the player from activating a lift until the
> monsters are finished with him (or he with them, possibly).
> 
> A is a standard S1 (type 18) wall switch that makes a floor rise.
> B is a very tall sector that slowly lowers while the player gets
> eaten by monsters and eventually reveals the wall switch.

OK, here's a different approach: put the switch inside the lift.
There's a demo at http://www.teaser.fr/~amajorel/doom/block2.wad.

Known problem: as the lift raises, B's floor stays the same,
which leaves a funny cut-out in the lift. I'm not sure how to
fix that.

-- 
André Majorel <URL:http://www.teaser.fr/~amajorel/>
A long-forgotten loved one will appear soon.
Buy the negatives at any price.



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