Voidic Posted October 24, 2020 Well, to put into simpler terms: How do i make it so when a (lower) texture that can collide with the player is shot by a hitscan, or a projectile, or both, it disapears and the player can cross it can cross it 0 Share this post Link to post
2 Rainne Posted October 25, 2020 Hexen has breakable stained glass windows, and this looks like it's essentially the same thing, just a stylistic variant. And should be doable in the same basic way: It's basically a door with a midtexture, and closed from below rather than from above, and which opens instantly when shot. Lower texture = unbroken vent. Middle texture = broken vent (transparent). Upper texture = whatever, doesn't change. Set up the line so that when it's shot (trigger on "Projectile Hit"), it runs a script that: lowers the door's floor -- likely with Floor_LowerInstant, so there's no scrolling transition -- each door will need its own tag, which you can pass to the script as an argument optional effects like playing a sound or spawning debris; will most likely require a MapSpot, whose TID you can pass to the script as well and if it's like Hexen, put a "Silent" Thing in the door sector so it doesn't make a platform sound when it opens, which would spoil the illusion 1 Share this post Link to post
1 boris Posted October 24, 2020 Check out https://zdoom.org/wiki/GlassBreak 1 Share this post Link to post
0 ReX Posted October 24, 2020 13 hours ago, StillChillBoi said: ..... when a (lower) texture that can collide with the player .... Keep in mind that if you use a texture with transparent sections (e.g., MIDBARS3), you'd apply the grate to the mid-texture, not the lower texture. 0 Share this post Link to post
0 Voidic Posted October 25, 2020 9 hours ago, ReX said: Keep in mind that if you use a texture with transparent sections (e.g., MIDBARS3), you'd apply the grate to the mid-texture, not the lower texture. k 0 Share this post Link to post
0 Scypek2 Posted October 27, 2020 On 10/24/2020 at 9:04 AM, boris said: Check out https://zdoom.org/wiki/GlassBreak Yep, this is what I'd go with - just define the vent-breaking sound/animation once in ANIMATED, and you can have as many vents on your map as you want with minimal scripting on each. On the other hand, if you don't mind something a little less fancy, making the vent a thin sector (like a door, but with raised floor instead) and then putting a gunfire-activated instant-lowering action on it will work just as well. And ZDoom doesn't play sounds for instantly moving sectors anyway, so that shouldn't be an issue. 0 Share this post Link to post
0 Kappes Buur Posted October 27, 2020 (edited) Rex's Paranoid has breakable vents, for example in MAP02. However, they are a bit more involved and set up with 121:Line_SetIdentification and an appropriate script. It's a great pwad if you want to learn some advanced mapping methods. 0 Share this post Link to post
Well, to put into simpler terms: How do i make it so when a (lower) texture that can collide with the player is shot by a hitscan, or a projectile, or both, it disapears and the player can cross it can cross it
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