05-21-2000, 01:29 PM | #1 |
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Locked doors
I have had problems making locked doors. I was successfull in making one locked door, but if I made more than one locked door, the first one would stay locked and the others would be unlocked. If someone knows what I am doing wrong please help?!
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05-21-2000, 01:49 PM | #2 |
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Re: Locked doors
It is probably in your H and L tags.
Lowtag value(s) should match the switche(s) you use. Make sure that each set of doors and switches have a unique lowtag value or else you could end up unlocking several doors at the same time. Your hitag value should be set to 0. Example: 1. place an activator locked sprite in a door sector (sector lowtag 20) 2. add a switch near the door 3. give the switch and the activator locked sprite the same lowtag vaule. 4. you can add a second switch to the same door somewhere else, just be sure to keep the same lowtag value. 5. make another door and do the samething but make sure the lowtag values aren't the same as the first door ------------------ "I'm a doctor, not a computer." - DeForest Kelley |
05-21-2000, 01:52 PM | #3 |
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Re: Locked doors
What about the high tag value of the access pad?
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05-21-2000, 07:05 PM | #5 |
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Re: Locked doors
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by cyborg:
What about it? Not everything needs a hi and low tag. <HR></BLOCKQUOTE> true in some cases but not always. In the case of the accesspad I think it is better to use both the hightag and the lowtag (my opinion). For the accesspad, the hightag value should be set to a sound you want to play when the card is put in. The sound is defined in defs.con. The lowtag value should be the same as the activator/activator locked sprite that the accesspad activates. ------------------ "I'm a doctor, not a computer." - DeForest Kelley |
05-22-2000, 05:31 AM | #6 |
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Re: Locked doors
Okay, so does the distance between the access pad and the door have anything to do with the problem, because I have unique lowtags on all three doors and access pads, and all access pads have a high tag of 212, but they are in different rooms spread out across the map.
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05-22-2000, 11:02 PM | #7 |
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Re: Locked doors
Nope, distance has no effect. Just make sure you match the activator/activator locked sprite lowtag to the lowtag of the accesspad. Remeber, you need an activator/activator locked sprite in order for the door to work when the access card is put in the accesspad. Just match the lowtags of the activator and accesspad and make sure there not the same as any other effect (in other words: have unique lowtags for each set of doors and accesspads).
You're problem might also be in the palettes (Alt P). For blue accesspad use pal 0. For red accesspad use pal 21. For yellow, use pal 23. If you have the same palettes on multiple accesspads you could end up unlocking all the doors with the same accesspad. If there is still a problem I can take a look at the map if you want. Just e-mail me (request my other address) and I'll give you the address to send the map. ------------------ "I'm a doctor, not a computer." - DeForest Kelley [This message has been edited by Dragon (edited 05-22-2000).] |
07-02-2000, 03:50 PM | #8 |
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Re: Locked doors
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Dragon:
You're problem might also be in the palettes (Alt P). For blue accesspad use pal 0. For red accesspad use pal 21. For yellow, use pal 23. If you have the same palettes on multiple accesspads you could end up unlocking all the doors with the same accesspad. <HR></BLOCKQUOTE> Wrong. I've even had multiple of the same color keypads in the same level. EXTREMELY CONFUSING, but it does work. [This message has been edited by Korn Dawg (edited 07-02-2000).] |
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