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Cream of the Crop 21
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Cream of the Crop 21 (Terry Blount) (October 1996).iso
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dme4bt13.zip
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LINETYPE.TXT
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1995-01-05
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Now, before I start to get into linetype actions and such, I'd just like
to make sure you understand how linetype actions work. Almost all
linetypes produce an action. All actions affect a sector. Sometimes
the sector affected is determined by a fixed rule, such as some with doors.
The rest are determined through the use of a trigger id.
Both lines and sectors may have a trigger id. The line is the source of
an action, while the sector is what actually performs the action. In
order to know what line affects what sector, a common trigger id is given
to both the line and the sector. This id number can be any number of your
choosing. It doesn't have to be a certain number or anything. It is
simply used to uniquely identify seperate actions. It's like a serial
number.
Because this trigger id method is used, instead of lines and sectors
directly referencing each other, it is possible to have multiple lines
tied to multiple sectors. For example, having 3 different switches on a
wall all do the same thing to the same sector. Or, different things to
the same sector. Or, you can have a single switch open 10 different
doors at once, etc.
Ok, all linetypes have a code that describes the characteristics of that
linetype. This includes how a line is activated, if it is reusable or
only single-use, if a trigger id is required, and if this linetype is
new and only usable in Doom v1.4 or higher (Doom II started at v1.666, so
it can use all these types).
The code is 4 characters long. Each character describes something
different.
a) The first character can be ' ' or '*'. A '*' means it is only
available in Doom v1.4 or above. Using a linetype like this means
that it can only be played on Doom v1.4 or higher.
b) The second character can be ' ' or 'n'. An 'n' means that it
doesn't require a trigger id, and using a trigger id that isn't
zero may cause problems.
c) The third character can be 'S', 'W', 'G' or '-'.
'S': Switch activated linetype. This means that the spacebar
(or open mouse button/joystick button, etc) needs to be
pressed while standing in front of the line to activate it.
'W': Walk over activated linetype. A player, monster, or
sometimes rocket/fireball will activate this linetype when it
crosses this line.
'G': Gun or other weapon activated linetype. You need to shoot
this line to activate it. Other weapons that will work
include your fist, chainsaw, chaingun, rocket launcher,
fireballs, etc.
'-': This means that the line can't be activated. Of course, no
action ever occurs either.
d) The fourth character can be 'R' or '1'. 'R' means it is a
reusable linetype, and '1' means it can only be used once.
Note that most, if not all, linetypes are activated from the right
side. Thus, switches on walls should be on the right side, and walk
over linetypes should be crossed over from the right side over to the
left side to activate. Keep this in mind. If a line only has textures
on one side, the textured side must be on the right side, and DMapEdit
will always flip the line to insure this. This may interfere with your
line activation. If you want to flip the line around in this case, put
texture on the other side in the upper or lower texture slot and you
should be able to flip it around then.
Door with a 'n' (no trigger id required) type will affect the sector on
the left side of the line. These are used for door that you walk up to
and open manually with the spacebar. Of course, this type should never
be used on a single sided line.
Teleport line types will teleport a player or monster elsewhere when
they cross the line. These lines are usually arranged in a square shape
around a pentagon-style floored sector. There should only be one sector
tied to line/lines. Having multiple sector won't allow for 'random
destinations'. When teleported, the player/moster arrives in the sector
tied to the line, and more specifically, at a teleporter arrival point,
which is a Thing. If you forget to add one to the sector, or have more
than one, Doom will crash. Also, the facing direction of this arrival
Thing is the direction the player/monster will be facing when they are
finsihed teleporting.
Linetype #9: 'Equalize donut sector floors', is a rather complex
action. It will actually effect 2 different sectors, and these
sectors should normally be set up in a donut fashion, like so:
+-----------+
| 2 |
| +-----+ | 3
| | | |
| 2| 1 |2 |
3 | | | |
| +-----+ |
| 2 |
+-----------+
The base sector (the one the line is tied to via trigger id) in this
case is sector #1. It, and the next one out (sector #2) will change
their floor heights to match the 3rd one out's (sector #3). They can go
either direction, and can move in opposite directions even.
Furthermore, both sectors (1 & 2) will change their floor texture and
sector type to match the template sector's (sector #3). Sounds
complicated, eh? An example of this linetype is in E1M2, where you get
the chainsaw. You flip a switch on the wall, and the pillar the
chainsaw is on comes down, while the donut sector around it raises and
changes texture.
Linetype #49: Start normal crushing ceiling, works properly in Doom v1.6
and above. However, before that, it acts like a crushing ceiling but
doesn't do any damage. This was a bug that id fixed, apparently.
Lift always work work the same way. They first lower to the next-lower
floor height, wait for about 2 seconds, and then raise back to their
original starting height and stay there until activated again. You
cannot make a lift raise first and then lower. Sorry, this is just a
limitation id created. I can't do anything about it.