MikeyScoots Posted July 30, 2004 Is there some way to have a mapspot spawn not the barrel but just the barrel explosion? I'm trying to achieve a self destruct sequence here with exploding flames(barrel explosion) at some spots and can't find anything on it. If you can't do this, what do you suggest I can do to achieve this wanted effect? 0 Share this post Link to post
Darkhaven Posted July 30, 2004 Thing 136 in vanilla Doom2.exe. Well? Did it work? 0 Share this post Link to post
ReX Posted July 30, 2004 Bloodskull said:If you can't do this, what do you suggest I can do to achieve this wanted effect? Another (admittedly clumsy) way to do it is to spawn a moving rocket near a wall where you want the explosion to occur. It's best if the rocket spawns somewhere that is not visible to the player. 0 Share this post Link to post
deathbringer Posted July 30, 2004 Take an object you dont want, and give its 'alert frames' the barrel explosion in dehacked, then when it 'sees' you it will explode. This might work with scenery (like poles or pillars), but when i did it i used the lost soul, it also made the pain elemental into a dangerous 'explosion launcher' 0 Share this post Link to post
The Ultimate DooMer Posted July 30, 2004 If this is ZDoom (which it sounds like) you could create an invisible decorate monster that blows up as soon as it spawns. Add some explosion graphics for death frames and define it in zdefs.acs, so you can use Thing_SpawnNoFog on it. 0 Share this post Link to post
Nmn Posted July 30, 2004 I replaced my barrel sprite frames once with a blank sprite, later set some barrels and used thing_destroy to blow them up. If I wanted to set explosions I just spawned them with spawn_nofog at decent z heights and immideatly destoryed them after them being spawned. 0 Share this post Link to post
Graf Zahl Posted July 30, 2004 The Ultimate DooMer said:If this is ZDoom (which it sounds like) you could create an invisible decorate monster that blows up as soon as it spawns. Add some explosion graphics for death frames and define it in zdefs.acs, so you can use Thing_SpawnNoFog on it. You can as easily use Spawnspot for it and you don't need to bother with the spawn id then. 0 Share this post Link to post
Darkhaven Posted July 30, 2004 Or you could just put a thing with a type of 136 in a dormant state and when you walk over a certain line, switch it to normal. 0 Share this post Link to post
Vile1011 Posted August 1, 2004 In a file called DECORATE.lmp, inserted into the wad. If your editor can't do this, XWE can. ACTOR Explosion : Rocket { Spawn Parent Death SpawnID 200 } In the script: #define T_EXPLOSION 200 (at beginning) When you want the explosion: Thing_SpawnNoFog(n,T_EXPLOSION,0); Where n is the mapspot. 0 Share this post Link to post