View Full Version : walls taking damage
asdf
June 17th, 2006, 06:31 PM
is there any way that i can make a wall that, takes say 20 hits, and the breaks (goes away, stops being there, what ever)? i'm making a level with like, 2 of the big spiders and i want a barrier that goes away after however many hits. thanks in advance
P.S. - is this the right place to post?
oh, and its in doombuilder :)
ace
June 17th, 2006, 07:01 PM
One word: scripted events. And in order to have scripting, you must edit for a source port that has scripting capabilities, such as ZDoom (http://www.zdoom.org), Legacy (http://legacy.newdoom.com), or EDGE (http://edge.sourceforge.net) (whose site is apparently down for maintenance ATM, in terms of news anyways). Their respecting scripting documentations can be found:
ZDoom:
The ZDoom Wiki (http://www.zdoom.org/wiki/index.php?title=Main_Page) (click the ACS reference link on the main page)
ZDoom tutorials (http://www.zdoom.org/zdkb/zdoomindex.html) (look for the scripting primer link)
Legacy:
The DooMLegacy Wiki (http://legacywiki.net/index.php/Main_Page) (do a search for FraggleScript)
EDGE:
EDGE tutorials (http://sourceforge.net/project/showfiles.php?group_id=2232&package_id=6362) (um... I think they're in there...)
In essence, scripting is making things happen when certain events occur; for example, say you want to turn on a light from a switch, but the power is out, so trying to flip the switch shows a message saying, "The power is out, these lights won't work." Scripting can add a whole bunch of atmosphere and detail to a map. And while at first it seems complex, it is the only way to accomplish what you wish to do.
While I'm certain that DoomBuilder has the capability of editing/compiling ACS/FraggleScript lumps for ZDoom and Legacy right in the editor, it is apparent to me that DoomBuilder does not have EDGE support. However, editing tools are apparently here (http://sourceforge.net/project/showfiles.php?group_id=2232), though I personally couldn't give you any information on this, because I'm unfamiliar with EDGE.
And of course, if you have trouble figuring something out, you can get help at their respective forums: ZDoom (http://forum.zdoom.org), EDGE (http://sourceforge.net/forum/?group_id=2232). Legacy's forum should be obvious because it's right on the main page of these forums. :p
However, it is suggested that you at least try and figure it out for yourself and make serious attempts before asking questions, to save any constant questions with trivial answers, and such.
And don't worry, you posted this in the right place. :)
jetflock
June 19th, 2006, 06:32 PM
you could place 20 breakable walls together between the 2 sectors, each 2 pixels wide.
so, if the ceiling=128 floor=0, then each breakable wall sector's floor hieght would be the same as the ceiling, 128. tag each sector to the first control line(using the G1 lower lift tag) of each sector facing the player(so he can activate each breakable linedef with his gun)
next create 20 control sectors outside the map, merge each with the corresponding breakable sectors.
next create another small sector connected to each control sector with a floor/ceiling height of 0.
the sectors act like lifts wich immediatly merge with the ground(with no motion) when activated.
the lower texture of your control linedefs should be textured however the wall would look like before damaged---the mid texture(and possibly the back-mid texture) should be textured with a similar bmp that looks damaged with a hole/cyan center.
You may have to play around with this, it sounds more complicated than it is, but its totally a vanilla doom trick.
A variation of this trick could also let you create realworld-ish doors if done properly.
ace
June 19th, 2006, 06:36 PM
Doom has lifts that can be activated by projectiles? Never knew that...
jetflock
June 19th, 2006, 08:40 PM
in vanilla, walls can be activated by bullets/shotgun,and the fist/chaingun. I know in legacy projectiles can activate these things, but other ports, just as above.
I'm just talking about the G 1 tag, and the super old "Break a Wall" trick.
With careful editing, and texturing you can create convincible "damage walls".
I have an example in "The Ultimate Doom Forever"
http://www.doomworld.com/idgames/?id=13931
(play in Legacy GL)
i think its in the first room of map05, nothing special, the cracked wall can be shot, leading to a secret room with a double barrelled shotgun.
A newer way to do this trick is also in the same map in the arachnatron room(secret door on the wall leads to vent system, compspan-ish grate breaks ro reveal a secret room), this is the example one should prolly look at in an editor.
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