Search found 302 matches

by Daedalus
Wed Mar 20, 2024 1:22 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Easy as pie. You will need to provide a TX from a sender of your choosing. You will then make a sprite or series of sprites in the appropriate locations of Type 18: Dude Spawn which receive that TX. The final step is to then add a Data1 value that matches with the monster type. For instance, Data Ty...
by Daedalus
Mon Mar 18, 2024 7:53 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Excellent. Sounds like things are coming along nicely.
by Daedalus
Sun Mar 17, 2024 10:19 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Glad to hear you solved the box conundrum. Your situation sounds a bit tricky in the way you're trying to structure it. The first step is to see if you can even command a door that requires a key to open using triggers. Again, this is pretty unorthodox and is something I've never tested that I can r...
by Daedalus
Sat Mar 16, 2024 2:26 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Two more suggestions. Delete the boxes which aren't working correctly by mousing over them and hitting CTRL + DELETE to make them white and then "make them red" again. If after that they still aren't working correctly, assign the same lighting effect to the boxes themselves.
by Daedalus
Sat Mar 16, 2024 10:20 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

My suspicion remains that the walls of the crates have bottom-swap on. Go to the ceiling/sky and unparallax the offending boxes, bring their 'ceilings' down, then mouse-over the corresponding walls and press '2'. See then if the 'bottoms' of the crate walls, i.e. those in the room are behaving after...
by Daedalus
Fri Mar 15, 2024 2:06 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Depending on the scale of things, you may need to have a second door which closes which is the one that requires the key. There is no way in which to switch a door from requiring a key to not requiring a key in Blood. It is slightly unorthodox for Blood, but it should be fine for you to proceed with...
by Daedalus
Fri Mar 15, 2024 10:35 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

There are many ways to slice it up, but for your boss you could try have a "touchplate" for the floor. Basically just a sector that when the player enters, it sends a command to the door to lock. This would be CMD 6: Lock. Give it a try. Your crate situation is perplexing. Please confirm t...
by Daedalus
Fri Mar 15, 2024 9:47 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

So for literally locking the door, your solution will work. A command would need to be sent to have the door close and lock when reaching a certain point in the room. The boss dying would then perhaps need to send the unlock command. The key indeed will not work for co-op play and you may need anoth...
by Daedalus
Thu Mar 14, 2024 5:41 pm
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

You've said quite a few things. I'll address it all in order. It doesn't really make sense in Blood's logic to have a door require a key after it didn't previously. Unless you're deliberately looking to make something strange, I'd avoid this. What will probably better suit your needs will be having ...
by Daedalus
Mon Mar 11, 2024 8:13 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

So lighting "passing through" a door is a common and irritating problem with no easy fix. The only real solutions there are to make it that the external sector lights up when the door is opened and darkens when it is closed, but this can be impossible depending on your door structure. You ...
by Daedalus
Sat Mar 09, 2024 11:19 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

I'm unaware of XMapedit making any innovations in that regard, but generally slopes are fussy with how they shape up, since it depends on the shape of their walls. The only controls one has in Mapedit are obviously square brackets to give it a positive or negative angle (with holding shift for fine ...
by Daedalus
Fri Mar 08, 2024 11:04 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

It should not be so. For copying sprites, hold right shift and select the sprite, after which it will flicker, then press INSERT. A duplicate will be placed wherever your cursor is (assuming the sprite is highlighted). That should be relatively painless. Copying architecture is more difficult. I bel...
by Daedalus
Fri Mar 08, 2024 9:38 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

Like floors, panning walls is easy. Mouseover the appropriate wall you want and hit ALT + F6. You will then need to locate "Pan X", which is of course panning on the vertical plane. This can be negative or positive for direction (I believe yours will be negative), and you'll probably need ...
by Daedalus
Wed Mar 06, 2024 9:08 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

In addition to the above, you will want to place your rotation axes in fairly specific positions. Here's an example of such a door. It's a little hard to see, but it will give you a sense of where those should be placed.
18.PNG
18.PNG (10.59 KiB) Viewed 6730 times
by Daedalus
Wed Mar 06, 2024 9:03 am
Forum: Mapedit Discussion
Topic: The Grand Mapedit Assistance Compendium
Replies: 138
Views: 78127

Re: The Grand Mapedit Assistance Compendium

To have the floor pan from South to North, you would use an angle of 1536. For rotating doors, you have actually already practiced all the skills you would need to build them. 99% of the time you will want to have your doors in Mapedit be in an "open" position, so start by making a doorway...