zinkai Posted November 23, 2012 well ill get to it. on my new map i have a long hallway which i want the player to past a certain point and a set of bollards will pop up an give the player some cover to hide behind. i want the bollards to only pop up 32 and not to the ceiling. how would i go about this, i am not using any specific port just a limit removing one. would i be a script? i just a little lost atm if u need some screen shots i can do it for yas! 0 Share this post Link to post
Obsidian Posted November 23, 2012 I'm not overly sure what a bollard is. 0 Share this post Link to post
Ribbiks Posted November 23, 2012 the magic of dummy sectors! here's a pic to show how I'd do it: http://i.imgur.com/pfGYP.png 0 Share this post Link to post
Evolution Posted November 23, 2012 Obsidian said:I'm not overly sure what a bollard is. Inquisitive, aren't we? 0 Share this post Link to post
Nomad Posted November 23, 2012 Hey that's kind of a cool idea. Reminds me of the new security checkpoints on the military bases here where they have these big posts that shoot out of the ground, or a humongous cement barrier raises up if you try to run through the checkpoint. Also I think Ribbik's method should work fine for any vanilla map. Pretty sure in ZDoom's more advanced formats you can simply specify how high you want the floor to raise in the map data, no scripting or anything involved. 0 Share this post Link to post
Enjay Posted November 23, 2012 Evolution said:Inquisitive, aren't we? What a load of bollards! ;) 0 Share this post Link to post
Scypek2 Posted November 23, 2012 zinkai said:i want the bollards to only pop up 32 You would need dummy sectors for any other height, but in that case you can just use "floor raise by 32" action. 0 Share this post Link to post
TimeOfDeath Posted November 23, 2012 There's a switch action that will raise the floor 32 units in vanilla doom/2. 32 units isn't high enough to block projectiles/attacks though, unless you're meleeing demons? 0 Share this post Link to post
Evolution Posted November 24, 2012 Enjay said:What a load of bollards! ;) Och, awa' wi' ye! 0 Share this post Link to post
zinkai Posted November 24, 2012 Thanks for the info. Ill try it out in the morning an let ya know if it worked 0 Share this post Link to post
zinkai Posted November 25, 2012 bah, tried to do it but my bollards are just raising all the way to the ceiling. any idea why? 0 Share this post Link to post
hawkwind Posted November 25, 2012 zinkai said:bah, tried to do it but my bollards are just raising all the way to the ceiling. any idea why? Without seeing your wad, we have no idea. Have a look at this ... http://speedy.sh/v27FB/bollards.wad 0 Share this post Link to post
zinkai Posted November 25, 2012 Ill check that out in the morning. Suppose I should really get in to more advanced doom editing techniques with the more modern souce ports 0 Share this post Link to post
Gebstadter Posted November 25, 2012 zinkai said:my bollards are just raising all the way to the ceiling that's quite a pick-up line 0 Share this post Link to post
schwerpunk Posted November 25, 2012 My bollards only reach 86 units high. Is this average??? :/ 0 Share this post Link to post
Tristan Posted November 25, 2012 schwerpunk said:My bollards only reach 86 units high. Is this average??? :/ 86 units? Bet you were laughed at for that when you were a kid... 0 Share this post Link to post
zinkai Posted December 8, 2012 bah after a hectic week. i remembered i need to dl something. just to let u know hawkwind your dl like is not working. :( 0 Share this post Link to post
GreyGhost Posted December 8, 2012 The link worked for me. I'll throw the wad onto my MediaFire account, maybe you'll do better there. Bollards.wad 0 Share this post Link to post
Guest Posted December 8, 2012 [edit] I suggested the floor raise to next higher floor thing, but the demo wad already does this. Bollards. 0 Share this post Link to post