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Creating force-fields in ZDooM?


ReX

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If I create a force-field (i.e., linedef is impassable, and sidedef has an animated, translucent texture) how can I set it up so that, say, hitting a switch will lower the force-field (i.e., remove the impassable property of the linedef, and remove the texture or replace it with a completely transparent sidedef)? I am using WadAuthor to create a map for ZDooM.

In a related question, I have seen the use of deadly lasers (e.g., Tei Tenga and Hell Factory) and want to learn how its done. I looked at the scripting in Hell Factory, but I couldn't figure it out. How to set up the linedef so that a player crossing it is immediately disintegrated? And how to set it up so that a switch will remove the lasers and make the line passable?

Thanks.

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ReX said:

If I create a force-field (i.e., linedef is impassable, and sidedef has an animated, translucent texture) how can I set it up so that, say, hitting a switch will lower the force-field (i.e., remove th

You need to use two specials for this:

setlinetexture(int line, int side, int position, str texturename);

Use this to change the texture.

setlineblocking(int line, int blocking);

Use this to change the impassable flag.

I have tutorials on both specials in the ZDoom Tech pages.

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Rick:

Thanks for the tip. The weird thing is that I have your ZDTech tutorial, which I have referred to before. But this time I didn't even think about it and posted the question on the forum before doing my share of research. I looked at your tutorial, and it's exactly what I need. Thanks again.

ReX

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I need to update the forcefield tutorial, which I will do this weekend and update all the sources. I took a bit of a round about why of doing it and I have found a much simplier approach.

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