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zinkai
Junior Member


Posts: 121
Registered: 05-09


well ill get to it. on my new map i have a long hallway which i want the player to past a certain point and a set of bollards will pop up an give the player some cover to hide behind. i want the bollards to only pop up 32 and not to the ceiling.

how would i go about this, i am not using any specific port just a limit removing one. would i be a script? i just a little lost atm

if u need some screen shots i can do it for yas!

Old Post Nov 23 2012 09:40 #
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Obsidian
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I'm not overly sure what a bollard is.

Old Post Nov 23 2012 09:54 #
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Ribbiks
Senior Member


Posts: 1486
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the magic of dummy sectors!

here's a pic to show how I'd do it: http://i.imgur.com/pfGYP.png

Old Post Nov 23 2012 10:08 #
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Evolution
Junior Member


Posts: 238
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Obsidian said:
I'm not overly sure what a bollard is.

Inquisitive, aren't we?

Old Post Nov 23 2012 10:23 #
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Nomad
Not dumb enough to get a custom title


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Hey that's kind of a cool idea. Reminds me of the new security checkpoints on the military bases here where they have these big posts that shoot out of the ground, or a humongous cement barrier raises up if you try to run through the checkpoint.

Also I think Ribbik's method should work fine for any vanilla map. Pretty sure in ZDoom's more advanced formats you can simply specify how high you want the floor to raise in the map data, no scripting or anything involved.

Old Post Nov 23 2012 17:17 #
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Enjay
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Evolution said:
Inquisitive, aren't we?

What a load of bollards! ;)

Old Post Nov 23 2012 20:30 #
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Scypek2
Member


Posts: 600
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zinkai said:
i want the bollards to only pop up 32

You would need dummy sectors for any other height, but in that case you can just use "floor raise by 32" action.

Old Post Nov 23 2012 20:54 #
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TimeOfDeath
Forum Regular


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There's a switch action that will raise the floor 32 units in vanilla doom/2. 32 units isn't high enough to block projectiles/attacks though, unless you're meleeing demons?

Old Post Nov 23 2012 20:55 #
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Evolution
Junior Member


Posts: 238
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Enjay said:
What a load of bollards! ;)

Och, awa' wi' ye!

Old Post Nov 24 2012 12:12 #
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zinkai
Junior Member


Posts: 121
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Thanks for the info. Ill try it out in the morning an let ya know if it worked

Old Post Nov 24 2012 17:34 #
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zinkai
Junior Member


Posts: 121
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bah, tried to do it but my bollards are just raising all the way to the ceiling. any idea why?

Old Post Nov 25 2012 08:24 #
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hawkwind
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Posts: 1021
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zinkai said:
bah, tried to do it but my bollards are just raising all the way to the ceiling. any idea why?

Without seeing your wad, we have no idea.

Have a look at this ...

http://speedy.sh/v27FB/bollards.wad

Old Post Nov 25 2012 11:40 #
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zinkai
Junior Member


Posts: 121
Registered: 05-09


Ill check that out in the morning. Suppose I should really get in to more advanced doom editing techniques with the more modern souce ports

Old Post Nov 25 2012 18:00 #
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Gebstadter
Green Marine


Posts: 37
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zinkai said:
my bollards are just raising all the way to the ceiling

that's quite a pick-up line

Old Post Nov 25 2012 18:05 #
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schwerpunk
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My bollards only reach 86 units high. Is this average??? :/

Old Post Nov 25 2012 21:01 #
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Eris Falling
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schwerpunk said:
My bollards only reach 86 units high. Is this average??? :/

86 units? Bet you were laughed at for that when you were a kid...

Old Post Nov 25 2012 21:03 #
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zinkai
Junior Member


Posts: 121
Registered: 05-09


bah after a hectic week. i remembered i need to dl something. just to let u know hawkwind your dl like is not working. :(

Old Post Dec 8 2012 07:09 #
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GreyGhost
I have a custom title now!


Posts: 9337
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The link worked for me. I'll throw the wad onto my MediaFire account, maybe you'll do better there.

Bollards.wad

Old Post Dec 8 2012 07:33 #
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KiiiYiiiKiiiA
Senior Member


Posts: 1458
Registered: 04-11


[edit] I suggested the floor raise to next higher floor thing, but the demo wad already does this. Bollards.

Last edited by KiiiYiiiKiiiA on Dec 8 2012 at 10:02

Old Post Dec 8 2012 09:09 #
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