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Boom compatible monster triggerable gunfire linedefs?


Grimosaur

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Is there any way in a Boom compatible map to make gunfire triggered linedefs triggerable by monster gunfire? I don't know if it's possible with a dehacked patch or if dehacked just doesn't have access to the flags that would make it possible, but if yes, would it also be possible to make projectile weapons trigger gunfire linedefs as well?

 

I'm trying to figure out if the breakable glass effect used in AUGER;ZENITH can be improved so monsters can shoot through the glass themselves, but I suppose the creators of it have probably gone through all of this already and a shootable invisible wall really is the best Boom can do.

 

And can self-referencing sectors definitely not be lowered or moved in any way, they're always completely static? Just checking haha

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AUGER;ZENITH was targeting vanilla limit-removing, not Boom, so the breakable effect there is the best that can be managed under those circumstances.

 

In Boom, you can use generalized types with "monsters activate" set to true, so yes, you can enhance the effect in the way you're mentioning.

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Self-referencing sectors can definitely move, that's the whole basis of vanilla 3D bridges you can walk over or under.

 

With Boom you should usually be using property transfer linedefs anyhow (242) instead of self-referencing sectors in most cases, including invisible sectors, just because it's less hacky and less prone to breaking in more advanced ports.

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Are you thinking of a solid impassible wall (raised floor) between the player and the monsters? Because if so, the main issue with the effect you're ultimately trying to achieve would be getting the monsters to shoot, because they won't shoot at players they cannot see. The player can see through a raised floor which has missing textures, but the AI only sees a solid floor.

 

That said, I did achieve an effect like that in Water, Fire and Blood with a texture line inside a sector, so when the player shot it, the texture seemed to disappear, but it was really because the floor dropped a long way. If you had a "solid" glass texture, and hidden inside the "ceiling" of the window a broken version of the texture, both with vertical offsets and properly unpegged, you may be able to achieve an effect of solid glass suddenly turning into broken glass as monsters open fire.

Edited by Stabbey

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51 minutes ago, Stabbey said:

Are you thinking of a solid impassible wall (raised floor) between the player and the monsters? Because if so, the main issue with the effect you're ultimately trying to achieve would be getting the monsters to shoot, because they won't shoot at players they cannot see. The player can see through a raised floor which has missing textures, but the AI only sees a solid floor.

 

That's ok, I found a work around for this by using a self referencing sector instead if an invisible wall. The self referencing sector allows monsters to see you through it and shoot through it, while still being impassable (It's just because I completely forgot you had to use a dummy sector to get self referencing sectors to move haha).

 

And I just forgot that the "monsters activate" option for generalised actions only comes up for lifts and doors which is why I didnt see it before, so that should all be fine to get the effect I'm looking for now. Its just figuring out how to make projectile weapons trigger gunfire linedefs so every weapon can smash the windows. Like somehow changing every projectile's properties to fire a 0 damage hitscan on every tick, and maybe trying to make a glass shatter actor with proper bouncing glass shards but that might be asking too much for Boom, I'll try and figure out how dehacked and custom actors work if that's possible.

Edited by Grimosaur

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