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YA-HA

Posts: 11980
Registered: 05-00 |
I recovered an old Heretic map which consists of a building flying in the sky. This map is a pretty standard level, but there are a few parts where I want the player to get sucked out into the sky and die. I've come across a few problems doing this.
First, the sky in Heretic doesn't tile below your viewplane without tutti frutti, so what I've had to do to simulate a sky is make all-grey walls and flats for the scenes where you can look into the sky, and use some cloud textures in random locations so it doesn't look like a grey abyss. Which sucks because you land on a grey flat when you do hit the bottom, but oh well.
At first I tried making the bottom of the sky pit have lava damage, but you could tell you landed before you started dying. That looked and played ridiculous and I scrapped that idea right away.
So what I've done for now is make these areas into huge pits that take a good 10 seconds to hit the bottom. What happens when you fall out is that a crusher is triggered outside the level which will crush a duplicate Player 1 start and simulate suffocation.
The problem is this: the level has to be multi-player compatible, so I need to know how this trick would work in multi-player. The first problem would be that the crusher wouldn't stop without an insane amount of problems. The second problem is whether or not the dummy player in the crusher area will get respawned along with the original player when they respawn. The third is that you can't tell the game which player fell out, so either all or none of the players would die from these falls. Problems two and three could each result in a player falling out of the level during a multi-player game and being stuck in this fake sky until the rest of the players complete the map.
If it's not possible to have this work in multi-player, I figured I could make a duplicate version of the level next to the original, keep the architecture the exact same except for sealing off the sections where you can fall out, mark all the objects in the duplicate copy as multi-player, and have the entire original level crush after a certain point so that it would be possible to get 100% kills in a multi-player game (since you can't make monsters absent on single-player). That's a last resort that I really don't want to use, but I might have to do it if there's just no way to get the players to die after falling out of the map in multi-player.
Anybody know any tricks to get this death effect to work properly in multi-player?
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