Baron of Hell
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Three more questions
 
Author
All times are GMT. The time now is 01:40. Post New Thread    Post A Reply
Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


Posts: 14164
Registered: 01-01


Okay...3 questions:

1. How do you make those things where after the player triggers a linedef somehow, demons start to teleport in?

2. Is it possible to do this trick with a switch trigger, or does it have to be a walk-over trigger, and if so, how?

3. Is it possible to make it so hitting a switch triggers two things, such as rasing a sector to match another while have the demons teleport in, and if so, how?

K thx bye...

__________________
-D(A)N

Old Post 09-02-02 02:53 #
Danarchy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Little Faith
Rigtige mænd er voldtægtsmænd


Posts: 3253
Registered: 05-02


What people do is following:

1: You create a room outside the areas that the player runs around in where you put the monsters. Then you make a small channel into the player area for sound to channel in (so you can wake up the monsters. In the outside area with the monsters you put a teleporter on a raised floor which will lower when the player crosses a line teleporting the monsters into the player area.

Look at a map like E1M9 or Map16 to see how it's done.

2: Yes. You just make the teleporter lower with a switch instead.

3: No. Not with vanilla Doom editing. One thing you can do is to place the switch in a recess forcing you to cross a trigger line to reach it.

__________________
I am, therefore I suck.

Old Post 09-02-02 03:15 #
Little Faith is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
DooMBoy
Heh
(but Stupidity still cannot be concealed)


Posts: 8509
Registered: 12-00



the_Danarchist said:
Okay...3 questions:

1. How do you make those things where after the player triggers a linedef somehow, demons start to teleport in?

Make a sector out in the void, make sure its lines are two-sided and impassable so the demons can hear you, but can't go anywhere. Be sure to put a door in the sector, and put a line after the door, WR Teleport. Tag the linedefs of the sector the monsters will teleport into something like sr*OpenDoor. Give these lines a tag number, say 1. Now tag the door sector 1, but not the lines. Take the door's lines and make them normal, so when the demons hear you, they can't open the door and teleport when you don't want them to. Works for me.


2. Is it possible to do this trick with a switch trigger, or does it have to be a walk-over trigger, and if so, how?
I'm pretty sure it's possible to do this by switch, however, walk-over is easier, IMHO.


3. Is it possible to make it so hitting a switch triggers two things, such as rasing a sector to match another while have the demons teleport in, and if so, how?

Yes, by scripts. Use ZDoom.

__________________
Heh

Old Post 09-02-02 03:20 #
DooMBoy is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Little Faith
Rigtige mænd er voldtægtsmænd


Posts: 3253
Registered: 05-02


Yes, by scripts. Use ZDoom. [/B][/QUOTE]


Given that he asks about how to make simple teleport traps I wouldn't complicate things further by introducing scripting.

__________________
I am, therefore I suck.

Old Post 09-02-02 03:29 #
Little Faith is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


Posts: 14164
Registered: 01-01


Heh...well this is my first map. Thanks for all your help.

__________________
-D(A)N

Old Post 09-02-02 03:31 #
Danarchy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


Posts: 14164
Registered: 01-01


Hmmm...theres something weird...when I make the sides of the room 2-sided, it causes the game to crash, and the corridors don't seem to work at all. Otherwise everything goes off well, but I cant get the demons to notice the player.

__________________
-D(A)N

Old Post 09-02-02 04:03 #
Danarchy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Linguica


Posts: 3951
Registered: 05-00


Using scripting to activate two switches at once is really overkill. Boom and all its descendants support a "passthru" tag or something of the sort, where you can set up a switch with 2 or more switch linedefs in a row, with the front one presumably 2S, and then give the 2S one a "passthrough" attribute so when you press the spacebar you'll hit them both at once.

Old Post 09-02-02 04:30 #
Linguica is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Use3D
Forum Legend


Posts: 4714
Registered: 04-02


it is possible to do question 3 in Doom2
Within a dummy sector in the void, place the monsters in pits of whatever depth you want, to time when they can start teleporting in. Just make sure they can't step out of the pits until the floor you want to raise is triggered, and lead a pipe into the main level so the monsters can wake. Now give all your floors the same tags.
In the level, when the floor to raise and change is activated, the pits in the dummy sector will also raise. use teleport monster special on the linedefs of the pits.



as for two sided lines, make sure there is a sector on either side before making them two sided!

__________________
Have you ever seen the sun cringe and wither as it becomes a memory in a martyr's mind; they call it glory, well I call it crime.

Old Post 09-02-02 04:37 #
Use3D is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


Posts: 14164
Registered: 01-01



Use3D said:it is possible to do question 3 in Doom2
Within a dummy sector in the void, place the monsters in pits of whatever depth you want, to time when they can start teleporting in. Just make sure they can't step out of the pits until the floor you want to raise is triggered, and lead a pipe into the main level so the monsters can wake. Now give all your floors the same tags.
In the level, when the floor to raise and change is activated, the pits in the dummy sector will also raise. use teleport monster special on the linedefs of the pits.

Yeah, I ended up doing something like that. When the sector I want raised is raised, so is the pit between the imps and the teleporter.

as for two sided lines, make sure there is a sector on either side before making them two sided!

Wouldn't that make them not see me then?

__________________
-D(A)N

Old Post 09-02-02 05:38 #
Danarchy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Kid Airbag
Not really a kid. Not really an airbag. WHAT THE HELL IS IT?!? Who's asking? Are you French? An airbag is a safety device in a car that inflates during a collision and blocks you from smashing your head into the dashboard or steering wheel!


Posts: 6359
Registered: 12-00



the_Danarchist said:
Wouldn't that make them not see me then?
Well, if there's supposed to be void space behind a line, it has to be one-sided. One-sided walls need only a "front main" texture.

For lines that seperate adjacent sectors, they need to be two-sided. If there's no height difference between the sectors, then no texture needs to be filled in. But if there is a height difference, you'll either need an above or below texture, or both, depending on whether the floor or the ceiling has the different height. Whether it's the front of back will depend on which way the line is facing. The line sticking out of the linedef's midpoint faces the front.

__________________
Hey Jude

Old Post 09-02-02 06:12 #
Kid Airbag is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
The Ultimate DooMer
(former) /newstuff Chronicler


Posts: 4701
Registered: 03-02



the_Danarchist said:

3. Is it possible to make it so hitting a switch triggers two things, such as rasing a sector to match another while have the demons teleport in, and if so, how?

K thx bye...



If the trigger type is the same (eg. remote door: S1 open) you can give the remote door blocking the teleporters and the door you want to raise the same tag.

Remember that there are many ways to make a sector reveal a teleporter to allow monsters in.

Old Post 09-02-02 07:29 #
The Ultimate DooMer is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Danarchy
YOU CAN'T CUT BACK ON FUNDING! YOU WILL REGRET THIS!


Posts: 14164
Registered: 01-01


Okay, I finally got it working using a corridor effect. Thats for all the help!

__________________
-D(A)N

Old Post 09-02-02 07:40 #
Danarchy is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Little Faith
Rigtige mænd er voldtægtsmænd


Posts: 3253
Registered: 05-02


Now remember to tag the linedefs of the sound tunnel as "don't show on automap".

Otherwise it might give the trap away.

__________________
I am, therefore I suck.

Old Post 09-02-02 14:36 #
Little Faith is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
magikal
May he rest in peace


Posts: 1024
Registered: 11-01


Note on 3....Boom supports one floor action,one ceiling action and one lighting action simultaneously, so yes you can raise/lower and have monsters teleport in by the same trigger.I just did it in a map by using linedef type26..elevator up to next floor and linedef type126 monster teleport 2 both activated by the same tag.

__________________
One more level? OMFG yes!

Old Post 09-02-02 15:34 #
magikal is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
NiGHTMARE
Forum Legend


Posts: 5012
Registered: 05-00


If you're using Boom or a compatible port, you can place a dummy player 1 start on a conveyor belt, and have it activate as many lines as you want. The switch in this case would only need to open a door/lower a floor/whatever that's preventing the dummy player from moving.

__________________
RTC-3057: The future of DOOM.
3057 reasons to keep dooming.

Paradox: The gateways have re-opened. But this time it isn't hellspawn who've come through...

Old Post 09-02-02 16:13 #
NiGHTMARE is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
fen boi
Junior Member


Posts: 166
Registered: 08-00


The way I spawn monsters is to create a sector in the void, and merge (ie both sectors have the same number) it with the sector they are to spawn into. This way they will hear the player without having to have a connecting corridor.

I place a trigger in the map to open a door in the monsters sector, when open they can walk across a teleport trigger.

As NiGHMARE pointed out conveyors can be used to trigger multiple actions, these are particularly usefull for creating timed events.

__________________
M.I.A

Old Post 09-02-02 17:00 #
fen boi is offline Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 01:40. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom Editing > Three more questions

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.