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Monster activations


Oweniyo

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Hello!

 

I once agian have a question about mapping in regards of monster activation which is;

I made a teleport closet so that somewhere along the map, said monster teleports into the enviroment, but unforutunately, it announces itself, kinda spoiling the surprise.

My question is: is there a way, so that when you shoot the monster doesn't make a sound and just teleports in when he steps over the line? Or can he be activated by default as soon as you boot up the map?

 

Thanks so much for any reply!

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If your map format is more advanced than vanilla, you can make use of silent teleports, which don't have the sound and visual effects of teleporters. If the monster closet is far enough away, the player won't hear them when they wake up - except for Cyberdemons and Spider Masterminds, whose wake-up sounds are global.

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2 minutes ago, Stabbey said:

If your map format is more advanced than vanilla, you can make use of silent teleports, which don't have the sound and visual effects of teleporters. If the monster closet is far enough away, the player won't hear them when they wake up - except for Cyberdemons and Spider Masterminds, whose wake-up sounds are global.

Oh, goddamn! And I need that for the Spider-Mastermind! Oh well... I suppose I can always make a platform rise up and then surprise the player.

 

Thanks so much for that explanation and for taking the time! I didn't know that doesn't count for the bosses.

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Well, there is a way around that: When two or more Cyberdemons/Spiders activate at the same time, you only hear the one sound. So if you activate two spiders at once, then kill one off earlier in the map, the player may think that was the only one, although if it is dispatched without a fight, the player might get suspicious.

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You can just replace dsspisit with an empty file in your wad. This will override the sight sound for the spider mastermind and play nothing.

Edited by hobomaster22

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4 minutes ago, hobomaster22 said:

You can just replace dsspisit with an empty file in your wad. This will override the sight sound for the spider mastermind and play nothing.

Oh, that is also quite smart! Maybe I'll try tackling that idea too!

Thanks so much for taking the time!

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Alternatively, you can use a dehacked file and replace the global sound with the SS sound, and replace the SS sound one with the alerted Mastermind sfx. That is if you want to use dehacked.

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if your map is in [udmf] format, set the [silent] flag in udb for the sector of the remote monster closet. the [silent] flag will silence any monsters activating within that sector, even the spider mastermind. if the map is in [udmf] format, you do not need to shoot to activate the monsters in the monster closet - you could place a mapspot in the remote monster closet as an emitter, then use a player walkover trigger linedef with line action 173 (alert monsters) with that emitter's id, so that the monster is teleported when the player walks over the linedef. good luck :)

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30 minutes ago, rita remton said:

if your map is in [udmf] format, set the [silent] flag in udb for the sector of the remote monster closet. the [silent] flag will silence any monsters activating within that sector, even the spider mastermind. if the map is in [udmf] format, you do not need to shoot to activate the monsters in the monster closet - you could place a mapspot in the remote monster closet as an emitter, then use a player walkover trigger linedef with line action 173 (alert monsters) with that emitter's id, so that the monster is teleported when the player walks over the linedef. good luck :)

Man, you people are smarties. I wouldn't figure this out in a million years. Unfortunately it's in Hexen format, so I'll have to adapt to the situation. I have replaced the teleporting with a simple hole in the ground, so that it raises when the player walks over. But this is so interesting! I'll definitely explore this more in the future! 

Thanks so much for your time!

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