Khorus Posted May 1, 2005 Hi. I have a question. How can you make monsters pop up from the floor from nowhere? I think it is the floor rising because you walk down a corridor and "click" and hellknght "elevates" through the ground. The ground was visible before he poped up and was visible after. Iknow it isn't a ZDoom only action because it has it in levels that work with JDoom. Does anyone know? 0 Share this post Link to post
CodeImp Posted May 1, 2005 Make a pit where you put the monster in, but remove the textures from the sides of the pit, like this: Make sure the pit is deep enough so you cant see the bottom of the pit when you walk around. Give the pit floor the same texture as the 'normal' floor. Then just (instantly) raise the pit floor when the monster must appear and it'll look like it came out of nowhere. Theres some catches to it though. If the pit is large enough, you could fall into it, so in that case, dont let the player ever get there before the pit floor has been raised. Also, the monster will see you as soon as you walk over the pit and the original Doom engine (doom2.exe) doesnt even allow you to walk over the pit as long as the monster is in there. 0 Share this post Link to post
Sir_Alien Posted May 2, 2005 Couldn't you do it with self-referencing sectors? 0 Share this post Link to post
Lutrov71 Posted May 2, 2005 evilhomerdoomer said:Thanks, code imp! Doombuilder Rocks! You feel honoured talking to him don't you. :) 0 Share this post Link to post
Jehar Posted May 3, 2005 Ah yes... Don't worry. You will grow out of praise and adoration. Bitch and moan will become the norm :P 0 Share this post Link to post
Serious Xenocide Posted May 7, 2005 CodeImp is right. If you want to use this trick in original Doom(2).exe, use the "LowerToNearest" (or something like this) special to move the pit up. The higher (surrounding) sector is the only NEAREST, so the pit will "jump" instantly up. Do not use any of the RAISE specials! 0 Share this post Link to post
Graf Zahl Posted May 7, 2005 And if this is for a Boom compatible source port it's best to use the 242 sector transfer for the pit because it's more robust than the Doom2.exe hack. 0 Share this post Link to post