rotate a teleporter by using a switch

Questions about how to create your own dungeons and replacement graphics and sounds.

Moderator: George Gilbert

Forum rules
Please read the Forum rules and policies before posting. You may Image to help finance the hosting costs of this forum.
User avatar
Gambit37
Should eat more pies
Posts: 13769
Joined: Wed May 31, 2000 1:57 pm
Location: Location, Location
Contact:

Re: rotate a teleporter by using a switch

Post by Gambit37 »

Yes, the three numbers are the X,Y,Z coordinates. Z = level, but you start counting levels at Zero (0). Coordinates start from the top left of the dungeon (0,0,0)

So "4 0 5" would mean 4 tiles along, 0 tiles down, 6 levels down.

If you want to change the IDs, just choose something new, for example:

Code: Select all

000400-1   FLOORITEM_TRIGGER   4   0   0   OPBY=(PARTY)   ACTION=(ACTIVATE)   TARGET=(000202-1,000804-1)   OPTIONS=(DISABLE_SELF)
000202-1	WALLITEM_RELAY	2	2	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(000202-2,000202-1)	OPTIONS=(DELAY:6)
000804-1	WALLITEM_RELAY	8	4	0	CENTRE	ACTION=(ACTIVATE)	TARGET=(000905-1,000805-1,000604-1)
....could be changed to:

Code: Select all

001111-1   FLOORITEM_TRIGGER   4   0   5   OPBY=(PARTY)   ACTION=(ACTIVATE)   TARGET=(002222-1,003333-1)   OPTIONS=(DISABLE_SELF)
002222-1	WALLITEM_RELAY	2	2	5	CENTRE	ACTION=(ACTIVATE)	TARGET=(002222-2,002222-1)	OPTIONS=(DELAY:6)
003333-1	WALLITEM_RELAY	8	4	5	CENTRE	ACTION=(ACTIVATE)	TARGET=(009955-1,008855-1,006644-1)
You just need to make sure that you match up all changed targets with their changed IDS.
Post Reply