Manapro Posted March 16, 2020 (edited) So I've wanted to make a cyberdemon in my WAD die and lower some bars by using WhackED2, I'm making the map in Boom Format so it can run in many source ports as possible. I changed the cyberdemon's death state into 774 which is the Commander Keen death state in the hopes of making the bars that are tagged 666 lower, but the only thing that changes is the death sprite only, nothing else. Maybe I'm doing something wrong? If so please someone tell me what to do! (I'm new to doom editing btw.) Edited March 16, 2020 by Wneaf 0 Quote Share this post Link to post
kaleb. Posted March 16, 2020 (edited) the Commander Keen death triggers a door tagged 666, so you cant make it have bars lower. Edited March 16, 2020 by kaleb. 2 Quote Share this post Link to post
Manapro Posted March 17, 2020 OHHHH, my bad, but thanks by the way! 1 Quote Share this post Link to post
Pegleg Posted March 17, 2020 @Wneaf I can't think of a way to use the Keen_Die behavior in a vanilla map to have the bars lower directly from the death of the cyberdemon. One way you could still try to make it happen would be to set up something like this: The cyberdemon dies. A door (tagged 666) opens, revealing something the player would want (soulsphere, megasphere, BFG, etc.). As the player goes to get the desirable thing, they cross a walkover linedef that lowers the bars (probably the ceiling close action). With Boom (and more advanced formats), you have a bit more flexibility. The first way I would raise the bars would be: Create a voodoo doll scroller in the void and put a door blocking the voodoo doll. Tag the door 666. On the other side of the door, have a walkover linedef that lowers bars. Then, when the cyberdemon dies, it will trigger the Keen_Die command, which will cause the door to open and the voodoo doll will be scrolled along, crossing the walkover trigger to lower the bars. Alternately, with the cyberdemon-triggered 666 door, you could make a generic linedef that was a walkover line to lower the bars, but triggered by a monster crossing the line. This wouldn't work if you tested the map with -nomonsters, but it would let you do something like have monsters in a teleport monster closet trigger the bars to lower right before they teleported in. This can be a traditional sound-activated monster closet or a scrolling monster closet. As another alternative, if you're able to use ACS scripting in the map you're making (which means ZDoom, Eternity, or UDMF), I think you can write a script that will trigger the bars to lower when that cyberdemon dies. 0 Quote Share this post Link to post
Manapro Posted March 17, 2020 @Pegleg Thanks for the info, but I've already done what I wanted to do already, but still something great to learn. :) 0 Quote Share this post Link to post
Yugiboy85 Posted March 17, 2020 (edited) 42 minutes ago, Pegleg said: As another alternative, if you're able to use ACS scripting in the map you're making (which means ZDoom, Eternity, or UDMF), I think you can write a script that will trigger the bars to lower when that cyberdemon dies. Actually, you don't need a script at all in those formats. You can put actions directly on to things. For monsters, this means the action will activate upon their death IIRC. So basically, put a floor_lower action directly on the cyberdemon and it should work. Not 100% sure though EDIT: Yup, works fine in UDMF Edited March 17, 2020 by Yugiboy85 0 Quote Share this post Link to post
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