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Full Version: map movments and custom primitives
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will we be able to give map movements to the custom primitives and use them in the maps which we add the primitives, like if we wanted many complicated doors.
dimwit Wrote:will we be able to give map movements to the custom primitives and use them in the maps which we add the primitives, like if we wanted many complicated doors.

Sure. Primitives are just collections of segments, regardless if they are a built-in one or one that you made up by "combine into primitive". Just select the primitive, give it a group, and you're good to go.

You could do the same thing without making a primitive, but just giving each segment the same group. Primitives are nice, of course, because once you have a nice door, you can just keep duplicating it and moving it around as a single unit.

Hopefully in 2.1 you'll be able to define your own primitives and there will be many more to play with.

[>] Brian
Sorry, I was actually talking about the custom primitives. My question was if we would be able to give the custom primitives map movments, and add the primitives, along with their movements, to the map.
Ex. you want each door to open independantly when you walk near it. you make the door in the primitive defining map and give it a map movement. then you add the primitive to your actual map. will it retain the map movement?
dimwit Wrote:Sorry, I was actually talking about the custom primitives. My question was if we would be able to give the custom primitives map movments, and add the primitives, along with their movements, to the map.
Ex. you want each door to open independantly when you walk near it. you make the door in the primitive defining map and give it a map movement. then you add the primitive to your actual map. will it retain the map movement?

I don't quite get what you are asking here. Are you talking about future stuff in 2.1? Regardless where a primitive comes from, it'll work. If you want to create a new primitive that is remember, but attach a group/movement, no, you'll have to re-attach when you make a new primitive. All these things are named, and if they all are attached to the same movement you'll have every door in the map opening at once Smile

[>] Brian
This is off topic, but the thread reminds me of Marathon. In one level, when you activate a switch a door opens and two security grates slide open afterward. It's the coolest thing ever.
That's sweet, although it is easy to replicate. :D
chinkeeyong Wrote:This is off topic, but the thread reminds me of Marathon. In one level, when you activate a switch a door opens and two security grates slide open afterward. It's the coolest thing ever.

Wasn't that actually the entire game play style of Doom? You hit a switch, a door opens in front of you, and 82 doors open behind you and spew out monsters? Smile

[>] Brian
That sounds about right. Seeing as I have Doom3, I should know...too bad I haven't gotten too far. :D
um, actually the security grates are ON the door. Smile

It's like this:
Code:
.........¬@ .<---Player (btw how's his gun?)
........_____ <---Door
.......|-----|
.......|\AAAA|
.......|B\AAA|
.......|BB\AA|
.......|BBB\A|
.......|BBBB\|
.......+-----+

A = grate 1
B = grate 2

Door first, then two grates slide up and down, two opposite directions. It's cool.
How do i make a movement. When i hit add movements it wants a segment group. Isn't that what a primitive is?
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