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Old 10-15-2003, 04:38 PM   #1
8IronBob

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NukeButton problems for Exiting Level
Good evening, I have a quick question for anyone willing to assist. I have been constructing a single player/co-op level for Duke 3D, and at the end of the level, where I've placed a Nukebutton for exiting the level, gave it a tag of 32767, then tried to exit, but the Nukebutton didn't work when I tried exiting the level in the game. I've also tried 65535, after reviewing some of the levels in the game, but that didn't do anything. I'm sorta wondering how to get the Nukebutton to close the level, and get the player on the way. This just doesn't seem right, it works for the stock levels, but not for me... Is there something that should be done besides slapping the Nukebutton on the wall, and giving it a tag for exiting the level by? Should the button get the tag, or the wall behind it, I've always been curious. Also, is there some step that I'm missing out on? Please feel free to answer any of these, and assist me through step by step how to get the exit button right.
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File Type: jpg 377456-nuke1.jpg (29.6 KB, 23 views)
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Old 10-15-2003, 04:43 PM   #2
8IronBob

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Re: NukeButton problems for Exiting Level
Here is what I did according to Build, as you can see from the previous pic attachment from 3D Mode, and this one from the overhead view from 2D Mode. This doesn't seem to work in the game at all, I tried everything that I saw done in the stock levels, but it doesn't work here, for some strange reason.
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File Type: jpg 377460-overhead.jpg (22.3 KB, 25 views)
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Old 10-15-2003, 05:20 PM   #3
DissidentRage

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Re: NukeButton problems for Exiting Level
Just try copying and pasting a nuke button from a different level. Tab is copy, Enter is paste. Hit Tab on the one you're copying (in 3D mode), then hit Enter on yours (also in 3D mode).
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Old 10-15-2003, 05:33 PM   #4
8IronBob

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Re: NukeButton problems for Exiting Level
Okay, I'll most certainly take my slightest attempt at that, and see if doing this will make the player leave the level as soon as the puzzle of the level is solved, and all the trash is wasted, and disposed of (RPGing all the monsters, in other words)
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Old 10-16-2003, 05:40 AM   #5
Eclipse
Re: NukeButton problems for Exiting Level
From the MapFAQ, a online and downloadable version on which can be found at JS Build

Quote:

4.10.1 Nuke Buttons
Map Name: NONE

The Nuke Button sprite (#142) is the sprite that you hit to end the current level. Simply place it on a wall and give it a lotag value of 32767. To link a Nuke Button sprite to a secret level, change the palette value of the sprite to 14, and change the lotag value to the level number you want to go to next (if the secret level is level number 9, you would make the lotag value equal to 9).

NOTE: Nuke buttons can also use lotag values of 65535 and 65534 to end the current level.

From what I gather from your post, I should imagine it's the pallette bit you haven't done.
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Old 10-16-2003, 10:21 AM   #6
NutWrench

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Re: NukeButton problems for Exiting Level
I think there's more than one Nukebutton in the tileset. One of them is non-functional.

I remember playing a user level that took place in a munitions factory called the "Atomic destruct button company". One of the rooms in the factory made Nuke Buttons and you had to figure out which button was the real one.

(P.S. Their company motto was "We never learn" )
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Old 10-16-2003, 03:58 PM   #7
NutWrench

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Re: NukeButton problems for Exiting Level
Ok,
I dug through the tileset at home and it looks like there's only one Nuke button, tile 142.

Check carefully and make sure you've added the low-tag to the sprite, instead of the sector. Aim at the nuke sprite in 2D mode, press LeftAlt+T and add 65535. It should work, then.
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Old 10-16-2003, 05:34 PM   #8
DissidentRage

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Re: NukeButton problems for Exiting Level
He's already added the lo-tag to the sprite correctly. Check screenshot #2. Also, it doesn't HAVE to be a specific palette. Experience speaks here.

I don't know what could be wrong. Everything seems properly done.
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Old 10-16-2003, 06:21 PM   #9
8IronBob

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Re: NukeButton problems for Exiting Level
Oh, now the problem is solved out of nowhere! I think the problem was that the sprite was not right against the wall, stupid me for doing the Nukebutton in 2D mode, this may be what did it. Unless you slap the Nukebutton right on the wall in 3D mode, it won't do what you want. Then you proceed with the other steps. This just dawned on me just tonight. Thank you for all your assistance. I shoulda had this figured out a long, long time ago... Thanks again!
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Old 10-18-2003, 12:14 PM   #10
Eclipse
Re: NukeButton problems for Exiting Level
Quote:
Also, it doesn't HAVE to be a specific palette. Experience speaks here.
Heh, ah well, I only ever made one single player level if I remember rightly, and that ended with a touchplate! lol!
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Old 10-22-2003, 01:28 PM   #11
Maartn
Re: NukeButton problems for Exiting Level
I've had also this kind of things with a nukebutton that it didn't worked, probably cuz the button was too small, or at least, when I maked it bigger I did worked. Anyway it fixed now, so I'm wondering why I'm posting this lol
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Old 10-23-2003, 01:39 AM   #12
Arzca
Re: NukeButton problems for Exiting Level
Just give Nukebutton lo-tag value: 65535, and it should work.
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Old 10-26-2003, 10:15 AM   #13
DissidentRage

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Re: NukeButton problems for Exiting Level
The problem's already been solved.

Side note:
*Lo-tag of 32767 ends the level and moves on to the next.
*Lo-tag of 65535 ends the level and repeats it once.
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