darkreaver Posted December 14, 2010 Hello. I`ve just started out experimenting with scrolling floors and voodoo dolls and stuff and I have figured out how to teleport keys, barrles etc, but is there a way to teleport in a soul- / megasphere? They wont scroll down the floor as the other items. I know I can scroll the voodoo doll onto the invul and get it that way, but then it wont spawn in the map so you can grab it when you feel like it. Is there something obvious I I`m missing? It`s for Boom. 0 Share this post Link to post
traversd Posted December 14, 2010 There is a thread that has the answer from last year I believe. EDIT: http://www.doomworld.com/vb/doom-editing/49278-boom-how-to-teleport-a-cacodemon/ You need to use a linedef type 242 (transfer heights) on the scrolling sector that puts the floor above the ceiling. ie: scrolling sector - floor=0, ceiling=128 dummy sector - floor=129, ceiling=128 This moves items that are off the ground, including flying monsters. 0 Share this post Link to post
darkreaver Posted December 14, 2010 Alright, I`ll try out what Creaphis wrote in that thread. Thanks! 0 Share this post Link to post
RjY Posted December 14, 2010 Um.... soulspheres and stuff don't actually float above the ground, they just look like they do, by having a larger sprite y-offset than the height of the actual image. Well unless you've done something weird with dehacked but I'm guessing not. It must be something else. Are you sure the thing isn't getting caught on a wall or a low ceiling? If you're trying to get it to go round a corner on the conveyor it's quite likely it'll get stuck to a wall... 0 Share this post Link to post
darkreaver Posted December 14, 2010 Hmm. Havent done anything at all (dont even know what deheacked is), BUt I might mention that I have only tested with Skulltag so far. Maybe Skulltag treats spheres as floating? 0 Share this post Link to post
Creaphis Posted December 15, 2010 RjY said:Um.... soulspheres and stuff don't actually float above the ground. Actually, yes they do! I can't confirm right now that sphere power-ups have their "flying" flag checked in DeHackEd, but I do know for a fact that the Boom engine treats them exactly as it treats flying monsters. This means that: -Both power-ups and flying monsters always spawn on the ground. -If either sphere power-ups or flying monsters are "resting" on the ground when the sector's floor height changes, then they will move along with it, both down and up. -They are both unaffected by scroll-floor actions unless you use fake floors to put them "underwater." The third point is, of course, the only way in which flying power-ups behave differently from non-flying power-ups, which is why this little fact isn't common knowledge. 0 Share this post Link to post
Gez Posted December 15, 2010 Soulsphere in Doom: { // MT_MISC12 2013, // doomednum S_SOUL, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate S_NULL, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed 20*FRACUNIT, // radius 16*FRACUNIT, // height 100, // mass 0, // damage sfx_None, // activesound MF_SPECIAL|MF_COUNTITEM, // flags S_NULL // raisestate },Soulsphere in Boom: { // MT_MISC12 2013, // doomednum S_SOUL, // spawnstate 1000, // spawnhealth S_NULL, // seestate sfx_None, // seesound 8, // reactiontime sfx_None, // attacksound S_NULL, // painstate 0, // painchance sfx_None, // painsound S_NULL, // meleestate S_NULL, // missilestate S_NULL, // deathstate S_NULL, // xdeathstate sfx_None, // deathsound 0, // speed 20*FRACUNIT, // radius 16*FRACUNIT, // height 100, // mass 0, // damage sfx_None, // activesound MF_SPECIAL|MF_COUNTITEM|MF_TRANSLUCENT, // flags // killough 2/21/98 S_NULL // raisestate }, I don't see MF_FLOAT nor MF_NOGRAVITY. Now Skulltag did change them from vanilla settings just so that a few of the ST stock maps could feature sphere hanging in the sky that have to be picked up with a jump. 0 Share this post Link to post
Graf Zahl Posted December 15, 2010 Gez said:Now Skulltag did change them from vanilla settings just so that a few of the ST stock maps could feature sphere hanging in the sky that have to be picked up with a jump. They still haven't fixed this map breaking nonsense? 0 Share this post Link to post
traversd Posted December 15, 2010 I made a small test map. Using pr/glprboom w/complevel 9, or the default, *all* the powerups scrolled when linedef type 253 is applied. I also placed the flying monsters - Caco, LS + PE and they do not scroll - and so need to use the linedef type 242 combination to be moved. http://t.underworldgamers.com/wp-content/uploads/item_scroll_test1.zip I've used the transfer heights trick to move Cacodemons etc, but haven't needed to move power-ups yet. -Travers 0 Share this post Link to post
darkreaver Posted December 15, 2010 When I tried it in prboom all the items moved exept the monsters, but when I tried it in Skulltag none of the spheres moved. So is this a Skulltag thing then? Or a complevel thing? I dont know what complevel I tried, I just loaded the prboom.exe and skulltag.exe 0 Share this post Link to post
traversd Posted December 15, 2010 I guess the thing is, if you use the transfer heights method do the power-ups scroll in both Skulltag and prboom? If so then you've got a way to make it work in both/most ports. -Travers 0 Share this post Link to post
DeathevokatioN Posted December 15, 2010 Graf Zahl said:They still haven't fixed this map breaking nonsense? Wow, and just so they can throw a pointless gimmick into a level... 0 Share this post Link to post
darkreaver Posted December 15, 2010 traversd said:I guess the thing is, if you use the transfer heights method do the power-ups scroll in both Skulltag and prboom? If so then you've got a way to make it work in both/most ports. -Travers I havent tried yet but most probably :) Thanks! 0 Share this post Link to post
Graf Zahl Posted December 15, 2010 darkreaver said:When I tried it in prboom all the items moved exept the monsters, but when I tried it in Skulltag none of the spheres moved. So is this a Skulltag thing then? Or a complevel thing? I dont know what complevel I tried, I just loaded the prboom.exe and skulltag.exe Yes, it's a Skulltag thing. Guess why changing stock item for some questionable convenience is considered such a problem! 0 Share this post Link to post
Creaphis Posted December 15, 2010 Gez said:I don't see MF_FLOAT nor MF_NOGRAVITY. ...Huh. I was sure I had to deal with this issue in Boom before. On second thought, it was probably Skulltag. Sorry darkreaver! 0 Share this post Link to post
darkreaver Posted December 15, 2010 Absolutely no problem :) If I`m going to use this trick I`ll probably do what you described, so that the map isnt broken in Skulltag because I guess a lot of people use that port. Or maybe just take the easy route and add "map is broken in Skulltag" in the txt :P 0 Share this post Link to post
DeathevokatioN Posted December 15, 2010 Why don't you make an untextured hole in the floor which is thin enough so that you can't fall in or see outlines of the megasphere, yet thick enough to hold the megasphere in it? Sure, it'll look less cool when it pops up and you don't see the cool green teleporting effects, but it works. Maybe as a last resort use this? 0 Share this post Link to post
Graf Zahl Posted December 15, 2010 darkreaver said:because I guess a lot of people use that port. To be honest, they can use another port if some map does not work because Skulltag broke things. Normally for this a bug report gets filed, the issue fixed and all is well. But somehow that doesn't seem to happen here. And I fear it will never if all mappers work around it so that it doesn't become a problem for Skulltag to have broken items. Another option for you would be to make a DECORATE replacement like this: Actor MegasphereGravity : Megasphere replaces Megasphere { -NOGRAVITY } In ZDoom it won't change anything because the flag is not set but for Skulltag this replacement item will behave as the original. 0 Share this post Link to post
darkreaver Posted December 15, 2010 Decorate? :o Thats way over my head and skill :P I have no clue about that stuff. deathevo: isnt items infinitely tall in vanilla? I mean, wont the sphere get picked up when the player walks over it? Anyway: its not really a big problem atm because I havent used this stuff in a map yet, but I WILL use it, so I`m asking beforehand :) I guess its never really NEEDED, but its cool :) 0 Share this post Link to post
Gez Posted December 15, 2010 darkreaver said:Decorate? :o Thats way over my head and skill :P I have no clue about that stuff. Create lump in wad. Name lump "DECORATE". Paste content of Graf's code above in lump. Save. That's it! It's just that complicated! 0 Share this post Link to post
darkreaver Posted December 15, 2010 Whats a lump? hahaha, I`m actually serious, but I think I know what it is..sort of. I`ve opened a few wads in XWE and my guess its just a...uhm, one of those "files" with info in it. I guess I`ll be looking into that kind of stuff eventually :) 0 Share this post Link to post
Gez Posted December 16, 2010 darkreaver said:Whats a lump? hahaha, I`m actually serious, but I think I know what it is..sort of. I`ve opened a few wads in XWE and my guess its just a...uhm, one of those "files" with info in it. I guess I`ll be looking into that kind of stuff eventually :) This may become a useful link. 0 Share this post Link to post