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Havok

Can a Doom II door kill an enemy that's standing below it?

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Posted (edited)

As title. Does it instantly kill the enemy or does it gradually kill it like a crusher?

 

Also can a door closing on a weapon or ammo cause those items to disappear so you can't collect them?

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If it's totally vanilla: No, it will just go up and try to close again later. Hovewer, doors can crush enemies corpses and weapons/ammo dropped by them

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Posted (edited)

If you set the door as a crusher by means of a switch with the action 48: S1 Start Crusher, Slow Damage. The door will crush anyone standing benath. Hoewever it will override the door function and act only as a crusher.

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16 hours ago, Havok said:

As title. Does it instantly kill the enemy or does it gradually kill it like a crusher?

 

Also can a door closing on a weapon or ammo cause those items to disappear so you can't collect them?

1. No, unless you set it act like a crusher, which would override the door function entirely.

2. Also no, technically. Doors can destroy weapons and ammo dropped by enemies, like the clips dropped by zombiemen, the shotguns dropped by shotgun guys, or the chainguns that commandos drop, but not ones placed by the map maker. Those can only disappear when the player picks them up.

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Posted (edited)

If you give an enemy zero or negative health with dehacked, then a door lowering onto it will destroy it instantly. See my post here:

However, this has rather major implications for the gameplay (the monster-type in question is impervious to your weapons!) so outside of set pieces or a wad with a novelty gameplay style, this feature isn't so useful. Of course, you could do this with a rarely used monster-type that you aren't going to use elsewhere in the wad.

Edited by Grazza

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Posted (edited)

Good to know, thanks.

 

Is there any mod that will allow a door to kill an enemy who has the default amount of health without making the door a crusher?

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Any port restriction? You could write a custom killing door thinker in ZScript for GZDoom, so that's that.

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Posted (edited)
10 minutes ago, Gez said:

Any port restriction? You could write a custom killing door thinker in ZScript for GZDoom, so that's that.

 

Should work with GZ Doom. Not necessary but a bonus would be that it works in all other ports as well.

 

I suppose writing a custom door thinker can't be that hard as all I'm doing is telling Doom to allow the the door to kill enemies since the default game already codes the door to not kill enemies.

Edited by Havok

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It's more complex than that.

 

Crusher thinkers have code to damage actors stuck below them. Door thinkers do not inflict damage; if they detect an actor stuck below them, they just bounce. Another issue is that all the default sector thinkers are native (i.e. in cpp code), not exported to ZScript, so you'd have no simple example you can just copy-paste and modify.

 

How important is it that it's the door movement that kills the monster, and not some other action that could happen at the same time such as a teeny tiny crusher blowing up a thousand invisible barrels?

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It's a set piece for a level I'm making where the only possible way to get past some enemy guards guarding a door is to press a switch to lower a door which kills the enemies standing below it. I'm not bothered how this is achieved. Any suggestions?

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