MrDoomMaster Posted December 6, 2003 Hey guys, Just wondering how I can make a door or something else trigger when a certain group of monsters are killed. I know this is possible because if you take a look at the level "Redemption Denied" on the PSX version of doom, the Spider Master Minds are not released until all of the Barons of Hell are destroyed. Anyway, if someone could tell me how to do this I would be appreciative! Thanks. 0 Share this post Link to post
Ichor Posted December 6, 2003 In Doom map E1M8, the walls lower whenever both of the Barons of Hell are killed. That particular wall sector has a tag of 666. In Doom 2 on map 7, the walls lower when the last Mancubus is killed (same tag number). Then, when the last Arachnotron is killed, the stair around the exit raises by 24. That sector tag is 667. Finally, when all of the hanging Commander Keens are killed in map 32, the door opens. That sector tag is 666. However, all of these tricks (except maybe the Commander Keen one) work on those specific maps. They won't work anywhere else. 0 Share this post Link to post
boris Posted December 6, 2003 Ichor said:Then, when the last Arachnotron is killed, the stair around the exit raises by 24. I think it's raising by the sector's lower texture's height. 0 Share this post Link to post
MrDoomMaster Posted December 6, 2003 would you have to program a configuration file for the map, in order to create your own triggers & actions? 0 Share this post Link to post
boris Posted December 6, 2003 You can't "program a configuration file". You'd either have to edit the source yourself or use a source port (like ZDoom) that already has this functions added. 0 Share this post Link to post
Graf Zahl Posted December 6, 2003 Ichor said:However, all of these tricks (except maybe the Commander Keen one) work on those specific maps. They won't work anywhere else. The Keen effect not only works on all maps - if you put the code pointer that performs it into another monster it will work there, too. It opens a door when all monsters of this type are dead. This will work in vanilla Doom and all source ports except Legacy. 0 Share this post Link to post
MrDoomMaster Posted December 6, 2003 So what do I have to do to make this work? I already started making a map, set to use doom2.wad. I need to be able to make certain doors open after X monsters die 0 Share this post Link to post
Job Posted December 6, 2003 Yeah. Can I make something open after a baron dies in Doom2? 0 Share this post Link to post
RjY Posted December 7, 2003 Job said:Yeah. Can I make something open after a baron dies in Doom2? Sadly not, at least not using sector tag 666 in this way. When a baron dies it calls a function named A_BossDeath. This fairly tortuous piece of code says right at the beginning thatif the game mode is commercial (ie. doom2, tnt or plutonia)and the thing that just died is not a mancubus or an arachnotronand the map number is not seventhen it stops and returns immediately. Barons don't get a look in. 0 Share this post Link to post
Job Posted December 7, 2003 Is there a tag I can use to get something to open after the death of something that's not Commander Keen in Doom2? 0 Share this post Link to post
Cyb Posted December 7, 2003 not with doom2.exe, unless you assign the cmdr keen code pointers to another monster with dehacked mancubi in map07 will lower a floor tagged 666, and arachnotrons will raise a floor tagged 667 to the height of the lower texture (also on map07) but that's it for doom2 0 Share this post Link to post
Job Posted December 7, 2003 Cyb said:not with doom2.exe, unless you assign the cmdr keen code pointers to another monster with dehacked mancubi in map07 will lower a floor tagged 666, and arachnotrons will raise a floor tagged 667 to the height of the lower texture (also on map07) but that's it for doom2 And for the mancubus thing, it has to be, without exception, map07, eh? Hm... 0 Share this post Link to post