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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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