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Can enemies' corpses be teleported after they've been killed?


CittyKat112

Question

Hello everyone, so I'm making a map and I want to make a trap that involves chaingunners in the chambers above the player that get replaced by arch-viles after the player kills those chaingunners and presses some switches. The problem I'm trying to solve is that arch-viles immediately start resurrecting those chaingunners and I want their corpses to be teleported right after the switches have been pressed. They can't teleport before the switches have been pressed because I put imps on their teleport destinations, so after pressing those switches the imps will be moved a bit to free those sectors. So I want to teleport those chaingunners' corpses before arch-viles will spawn in those chambers... Is it possible? I did some testing and couldn't get any positive results. I'm using Boom format.

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On 3/21/2022 at 7:57 PM, Nine Inch Heels said:

-Place a teleport line such that the chainers won't cross it "naturally" (they will cross it and teleport if their centre-point "hits" or "passes" the teleport line) 

Maybe a complicated solution, but if you place an invisible ceiling (in vanilla it would be a self-referencing sector, but I guess a similar effect can be achieved in boom)lower than the height of the monster to prevent it from crossing the teleport line? The ceiling would be just low enough to act as barrier but allowing the monster to move and shoot. When the monster die its height goes to 0 if I'm not mistaken, so the barrier would act as some sort of filter.

Edited by SilentD00mer

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17 hours ago, DarkIceCyclone said:

I might have missed something, but you can make a scrolling floor that would scroll the corps backwards towards the teleport line at the second sector in the back. Making the sector low enough will make sure arch viles can't step on it, for one, and two, they are fast enouh to overcome the speed of scrolling floors in the first place. If thats not an option, just ignore me

 

Something like this has already been suggested by NIH and it proved to be too difficult to pull off for me. Lowering the ceiling below chaingunners makes them completely immobile and while they can still attack the player, I also want to give more space to the archies so it would be more difficult to hide from their attacks. But then I'd probably have to raise that fake ceiling to do that... So instead I just downloaded Whacked 4, did some testing, added fake chaingunners and called it a day. That advice still was pretty useful, I might use it for a similar combat scenario but without the arch-viles lol.

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6 hours ago, Aurelius said:

A quick n' dirty proof-of-concept, should somebody find it useful. Details can be adjusted to fit the context.

slidingchaingunners.zip

Nice, but the idea was that arch-viles stay on the platforms lol. They're supposed to harass the player during the second phase of the fight.

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1 minute ago, CittyKat112 said:

Nice, but the idea was that arch-viles stay on the platforms lol. They're supposed to harass the player during the second phase of the fight.

Like I said, details are adjustable. That being said, here's something closer to what you wanted.

slidingchaingunners2.zip

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I guess the crux of the issue is that @CittyKat112 would like ALL chaingunners dead (and their bodies removed) BEFORE the arch-viles teleport on to the same platform.

@Aurelius, I am really only responding to say I have tried both of your test WADs and they are great (thanks for prototyping these!). However, you can hit the switch before the chaingunners are dead and thereby leave their bodies on the platform (version 2) or even let them walk around the arena (version 1).

If you could enforce that the switch is only pressed after all chaingunners are dead (or achieve a similar effect using some Boom or map design magic) then version 2 would work. I guess the consensus is that it boils down to doing something when the state of the enemy is dead and that looks a step to far with Boom.

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