Mordeth
Administrator
Posts: 1883
Registered: 05-00 |
My current work-in-progress has this Boom-compatible effect, with "deep-water" nukage rising from floodgates, flooding large parts of the level. Then it lowers again and disappears. This repeats itself. The time interval between floods, the duration, and depth of the flood can be controlled by the player. The effect is complete with the appropriate textures, damage effects, friction, surface lighting, etc. It also has some build-in delays, so that the flood seems to be 'rolling in' instead of merely rising up.
So yeah, this is possible :) Keep in mind that texture/type effect and lighting changes can only be done by player-activated (or voodoo-doll activated) triggers.
Quick basic outline of effect:
Sector A (floor/ceiling 0/128) is the affected sector, with normal flats. Sector C (0/128) is the control sector. A transfer flat height (242) trigger on one of C's linedefs refers back to A. Floor/ceiling textures of C are those intended for surface areas. Since floor/ceiling A = C you won't see C's flats yet. Lighting of A is the in-game lighting, lighting C is for the underwater part.
Sector B is a conveyor belt crisscrossed with the needed triggers, moving a voodoo doll along. B has the intended sector effects, such as damage type and friction. The floor texture of B is the intended surface area of the flood (eg. nukage).
Sector L is another dummy sector, with lighting identical to A. It's flanked by two other sector, one L1 with lighting identical to A, and L2 with the intended lighting level for the nukage surface. You can skip that step if you're dealing with water, but otherwise you would want to change the nukage surface lightlevel to 255 or so and back to normal. A transfer floor lighting (213) trigger on L refers back to the A.
Back to the type of triggers on B.
Trigger 1: change type/texture of A, trigger-type model.
Trigger 2: raise (or lower) floor of C
Trigger 3: raise (or lower) lighting level of L to nearest.
And you're basically done. Trigger 1 changes the flat texture and sector type of A according to the sector properties of B. Trigger 2 actually creates a Deep Water effect. Trigger 3 makes the surface area glow (or revert back to normal).
My advice: start small using just one affected sector. Extending this to encompass an entire level is just a matter of, well, scaling and timing :)
Some well-intended advice: do not make effects the focuspoint of a level. Effects are merely things that happen during gameplay, so don't compromise gameplay just to add some effect.
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