Hello! On my map I have an arena that forces the player into an elevator, where they have to wait for it to raise before they can access a teleporter. While it is raising, my plan is for monsters to spawn in three waves on opposite sides of the room at certain intervals of time of the elevator's raising. My currently solution works per se, but the monsters aren't arriving synchronized like I had intended. Here is my current solution. Note that the monsters in the above sectors are all temporary, I have yet to decide what actual monsters to send in.
Here's the script I have. It is activated by the switch on the opposite side of the teleporter:
Sectors, 49, 75,76, and 77 are the four seperate sections. 78 is the sectors in the monster sectors. That sector lowers to the level of the monsters, where they can access the teleporter linedef at it's edge. The teleporters in the 6 sectors above are divided as follows: The upper two, and right two teleport to 49 and 76, and the bottom left two teleport to 75 and 77.
The monster sectors are joined with a sector outside of the arena, where the player fights some imps, that way they will wake up.
The issue I am having is that monsters don't teleport in sequence when the teleporter reaches their level. Sometimes only one monster will enter on one side while the other takes a moment or two to get inside. Often I've noclipped to their sectors to see them fuck around inside of their closet, sometimes walking over the teleport linedef without even teleporting.
I'm editing in Zdoom hexen format and am using GZDoom to test.
If anyone has a fix for my solution, or a better solution let me know please! It would really help to make this area pretty darn cool!
bonus question:
Spoiler
I have another question that pertains to this room.
The elevator room is supposed to strobe while raising, but sectors 49 and 63 strobe at a different interval to the other three.
Here's my script (activates on the same switch as mentioned above):
Hello! On my map I have an arena that forces the player into an elevator, where they have to wait for it to raise before they can access a teleporter. While it is raising, my plan is for monsters to spawn in three waves on opposite sides of the room at certain intervals of time of the elevator's raising. My currently solution works per se, but the monsters aren't arriving synchronized like I had intended. Here is my current solution. Note that the monsters in the above sectors are all temporary, I have yet to decide what actual monsters to send in.
Here's the script I have. It is activated by the switch on the opposite side of the teleporter:
Floor_MovetoValue(49,1,24,0);
Floor_MovetoValue(75,1,24,0);
Floor_MovetoValue(76,1,24,0);
Floor_MovetoValue(77,1,24,0);
Floor_MovetoValue(63,1,56,0);
Floor_MovetoValue(64,1,24,0);
Floor_MovetoValue(78,1,0,0);
Sectors, 49, 75,76, and 77 are the four seperate sections. 78 is the sectors in the monster sectors. That sector lowers to the level of the monsters, where they can access the teleporter linedef at it's edge. The teleporters in the 6 sectors above are divided as follows: The upper two, and right two teleport to 49 and 76, and the bottom left two teleport to 75 and 77.
The monster sectors are joined with a sector outside of the arena, where the player fights some imps, that way they will wake up.
The issue I am having is that monsters don't teleport in sequence when the teleporter reaches their level. Sometimes only one monster will enter on one side while the other takes a moment or two to get inside. Often I've noclipped to their sectors to see them fuck around inside of their closet, sometimes walking over the teleport linedef without even teleporting.
I'm editing in Zdoom hexen format and am using GZDoom to test.
If anyone has a fix for my solution, or a better solution let me know please! It would really help to make this area pretty darn cool!
bonus question:
I have another question that pertains to this room.
The elevator room is supposed to strobe while raising, but sectors 49 and 63 strobe at a different interval to the other three.
Here's my script (activates on the same switch as mentioned above):
Light_Strobe(49,160,48,6,40);
Light_Strobe(75,160,48,6,40);
Light_Strobe(76,160,48,6,40);
Light_Strobe(77,160,48,6,40);
Light_Strobe(64,160,48,6,40);
Light_Strobe(63,160,48,6,40);
It looks scripted well to me, but I don't know why the sequence is broken. If you answer this bonus question, you get brownie points :)
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