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tomocean22
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EDIT 2: Fixed! I got rid of the ceiling decorations and replaced them with a pound sign pattern floor (the sector to be raised) and lowered the ceilings in between the pound pattern. The floor is blocked until the monster dies, the dummy sector is large enough for a monster to teleport out of, and the target monster can move around as much as it wants (as long as it is under a sky texture). Tested in Chocolate Doom.

http://www.mediafire.com/download/2...hr6jn44/mdd.wad

EDIT: This actually does not work in Vanilla Doom because of infinitely tall actors. It is Boom compatible, with the flag "Walk under solid hanging bodies" turned on. (All the way at the end of General Options.)

This is a quick example of opening a door when a monster is killed in vanilla. I got the idea and the steps from one of scifista's posts, but looking at his map, the exact method he used could only be reproduced with a cyberdemon. This left me with three options: Use a cyberdemon, modify a monster's height with DeHackEd, or use ceiling decorations. I didn't want to use a cyberdemon and DeHackEd would "break" any monster I used by making it too tall to fit under low ceilings. The ceiling decoration method is not beautiful, but I think it should be possible (and less game-breaking) to make invisible decorations with DeHackEd.

The way it works is a Raise Floor action is triggered on the sector the target monster is in and a joined dummy sector containing a dummy monster. The target monster needs to be block the floor from going anywhere, stalling the action until the monster dies. If a ceiling is used to block this movement, the only monster which gives the dummy sector enough height for the dummy monster to move is a Cyberdemon. The ceiling decorations allows the dummy sector's ceiling to be tall enough and still stall the floor action. Once the target monster is killed, the floors are raised and the dummy monster can teleport to a DR Monster door (joined to the target door), which it will open, and then be teleported again to a third dummy sector under a third door (joined to the other 2 doors). The dummy monster blocks the door from closing. Through the door is a line which activates a crusher which kills the dummy monster, and the door is usable from the other side.

Last edited by tomocean22 on 05-06-14 at 03:11

Old Post 05-05-14 06:02 #
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mouldy
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that's pretty ingenious.

Old Post 05-05-14 11:38 #
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Obsidian
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Agreed with Mouldy, but aren't actors in vanilla infinitely tall? It'd be impossible for the Baron to even move in source ports with infinitely tall actors. :/

Old Post 05-05-14 13:37 #
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tomocean22
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Ah, you may be right. This should then at least be Boom compatible, and there is always the DeHackEd method.

Old Post 05-05-14 13:57 #
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Enjay
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Cunning, clever, ingenious... and exactly why I love ports with scripting. :P

Old Post 05-05-14 14:13 #
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Memfis
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Uhh, did you even test it? I shoot once, pick up the SSG and the door opens?
edit: oh, I'm too late

Last edited by Memfis on 05-05-14 at 14:49

Old Post 05-05-14 14:44 #
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scifista42
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tomocean22 said:
It is Boom compatible, with the flag "Walk under solid hanging bodies" turned on. (All the way at the end of General Options.)
I personally don't find it an ideal solution at all, as infinitely tall actors are default behaviour even in (Pr)Boom, and I'd prefer clearer solutions than to bother player with extra instructions to change default settings.

I got the idea and the steps from one of scifista's posts, but looking at his map, the exact method he used could only be reproduced with a cyberdemon.
How did you come to that conclusion? If you looked at the map (MAP19 of D2INO), the trick is used in three (or four) different places there, once with just arachnotrons and a dummy spectre or pinky demon. All you need is to set the sectors height low enough, as low as the monster's height is. I achieved so thanks to sky ceilings, which don't display like standard ceilings. Barons, HKs, Mancubi and Arachnotrons have height 64, Cyber has 110, Spiderdemon 100, Keen has 72 I think, the others are 56.

I'm glad my idea could have been inspiring for you. :)

Old Post 05-05-14 15:01 #
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tomocean22
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Unless I'm missing something using a monster with a smaller height means the joined dummy sector will be too low in height for the dummy monster to be able to step up through a teleport line.

I'm going to re-examine your map when I get home today.

Last edited by tomocean22 on 05-05-14 at 16:00

Old Post 05-05-14 15:53 #
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Obsidian
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I suppose a self-referencing ceiling might work, but then you have the problem of the monster not waking up unless it's damaged. Although if it teleports in you can sidestep that problem. Ideas, ideas!

Old Post 05-05-14 22:56 #
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tomocean22
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Check Edit 2, I fixed the mockup. At one point I did try using a 3D bridge type of ceiling, but it behaved strangely and didn't block the floor or the monster at all.

Old Post 05-05-14 23:02 #
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Obsidian
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Sky texture? Nice. You can bet I'll use this one of these days. :)

Old Post 05-05-14 23:17 #
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mouldy
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Even more ingenious

Old Post 05-06-14 00:44 #
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tomocean22
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AFAIK scifista's entry in D2INO is the first time I've seen it done. It would be awesome to see this used more in vanilla mapping.

Old Post 05-06-14 01:23 #
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