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Forum: All Forums : DOOM III
Category: DOOM III Mapping
D3 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: scripts or triggers?
DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
[view latest posts]
Level 4
Category: DOOM III Mapping
Posted: Saturday, Mar. 19, 2005 10:19 am
For a section im looking to create, this is what i want to happen. you walk into a room and activate a trigger, whent that happens, the door behind you closes and locks. six secret doors open with six zombies coming to attack you. when that happens a speaker goes off to play a particular music track.

as soon as you kill the last zombie another secret door opens and releases a hellknight. once the hellknight is dead, the door unlocks and the music fades away.

Can all of this be done with triggers, and if so how? Would i need a script to make the music fade away?
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
[view latest posts]
Level 5
Category: DOOM III Mapping
Posted: Saturday, Mar. 19, 2005 11:16 pm
It can all be done with a trigger_once, trigger_relay's, and trigger_count's - except the fade - I havent been able to successfuly use fades on sounds because of channel issues - the sys.music command in a script shares the same channel as the pda and objectives, and there are similar issues with other channels, but feel free to try.

If you can't get it to work with the triggers, post so, and i will put together a quick example map.
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
[view latest posts]
Level 4
Category: DOOM III Mapping
Posted: Tuesday, Mar. 22, 2005 07:41 am
Thanxs for the advice, but guess what - two hours after i made the post i got it all, except the fades to work with one trigger_once.

I feel my method was just a bit inefficient but it worked for most of my needs. I only had one problem and that was wit triggering the door that releases the hellknight. Currently i have it set so that the death of a specific zombie will open the door, but obviously that doesnt work in practical terms since I, as the designer, know which zombie to kill last whereas the player wouldnt. I need to have the last zombie killled trigger the, regardless of the order of their demise. I asume i need a script that would check how many zombies are left and when the last one is killed to activate the trigger.

I linked the hellknight to the speaker so that as soon as it dies, the music stops.
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minusmojo
General Member
Since: Feb 9, 2004
Posts: 311
Last: Jun 14, 2005
[view latest posts]
Level 5
Category: DOOM III Mapping
Posted: Tuesday, Mar. 22, 2005 11:49 pm
You dont need a script, you need a trigger_count.

Point all of you zombies at the trigger_count, set the trigger_count to the number of zombies, point the trigger_count at the HK.

When all of the zombies are dead, and have triggered it, the trigger_count will then trigger your HK.

This way it makes no difference what order they are killed, whenever the last one is dead it will trigger the HK.
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DEATHGIGAS
General Member
Since: Aug 20, 2004
Posts: 111
Last: Mar 11, 2006
[view latest posts]
Level 4
Category: DOOM III Mapping
Posted: Wednesday, Mar. 23, 2005 07:44 am
thanks again for the advice. im so hapy no to have to right a script for it!
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