Da Spadger Posted April 17, 2006 I'm right now making a singleplayer/coop map for skulltag, and i'm coming near completion of it. The biggest problem i still have left is that when i activate a certain crusher which kills 4 barrels and a romero head, it does get killed. But i don't see the flames and explosions emerge like they are supposed to. I don't want to link to the wad yet, since it's not finished, but still near being complete. But if necessary, i could PM someone the wad. Picture, if it could help somehow. 0 Share this post Link to post
Graf Zahl Posted April 17, 2006 The explosions are always to the south of the head so they appear behind your wall. You will have to rotate your map by 180 degrees. Unfortunately that whole thing was programmed exclusively for MAP30 with absolutely no regard to usability in custom maps. 0 Share this post Link to post
Da Spadger Posted April 17, 2006 Fortunately easy to fix, i didn't need to rotate the whole map, just the arena. Thanks graf. 0 Share this post Link to post
Enjay Posted April 17, 2006 Additional info. I think the explosions are centred about 320 units South of the item, which may help with wall placement etc. 0 Share this post Link to post
Tormentor667 Posted April 17, 2006 Is there any documentation on this? 0 Share this post Link to post
myk Posted April 17, 2006 Tormentor667 said: Is there any documentation on this? Yes, it's been documented. 0 Share this post Link to post
Vegeta Posted April 17, 2006 To see where the explosions are, just kill the Boss Brain while you're looking in the automap (with iddt-iddt). 0 Share this post Link to post
Ezxariarch Posted April 18, 2006 I thought the boss brain spawned explosions 256 units in front of which ever direction it was facing. O_o 0 Share this post Link to post
cycloid Posted April 19, 2006 IIRC that depends on the port that's running it and some ports also seem to fix the z height of the explosion, as opposed to making it relative to the position of the brain... me checks doom source... for (x = brainx - 196; x < brainx + 320 ; x+= 8) { y = brainy - 320; z = 128; zvel = 512; } (all with some randomness thrown in) seems a bit odd. looks like it spawns a bunch of rockets and launches them upwards .. but then after the rocket explodes it spawns a new rocket to replace itself at +/- 1024 x units , repeating ad infinitum 0 Share this post Link to post