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asdf
June 18th, 2006, 07:30 PM
this isn't really an issue, i'm just not used to hexen (only starting to use it for scripting) and i don't understand how to do stairs, if i did doom in doom 2 it would be like walk over the line, all the stairs comeup, but i don't see how to do this? *guilty*

asdf
June 18th, 2006, 07:46 PM
okay, i figured this out, now i have a diff problem, i want to make 2 floors, stack ontop of each other, yes, i know doom can't do this, but, i know you have to make stairs, and the a tele and then the rooom, and the other way around, i odn't know what tele to use, theres someone way to instantly tele isn't there?

Sigma
June 18th, 2006, 09:35 PM
Teleport_NoFog. Requires a single tag on the teleporting linedef and a matching tag on the destination thing.

ace
June 19th, 2006, 05:15 AM
Most maps that have this effect in ZDoom use the special "H Teleport To Line" (special 215). It requires two lines that both have these specials. On the first, give the first line whatever tag for the "source line" tag. Be aware that these tags act as LineIDs so if you give any lines the special 121 (SetLineIdentification) you cannot use these numbers on them later. Set the target line tag to the line you want it to go to. Then on the second line, make the source tag the target tag of the first one, and the target tag the source of the first one.

Sigma's way works as well, but this is used more commonly, as it requires no thing use.

asdf
June 19th, 2006, 09:33 AM
now my prob is making the LOS look like they are connected like, if you are infront of the tele line, you see what is after the tele? instead of a brick6 texture? or is that was Teleportno_fog is?

ace
June 19th, 2006, 11:39 AM
Teleport_NoFog is just like using the old Vanilla-style teleporting, except without the green flash. With either one being used, however, you have to make everything visible in the destination that is past the source line visible at the source, and vice versa. But considering I can't word things correctly for shit, here's a visual representation:

Here I've got a stairway. At the middle I have the Teleport_Line (H Teleport to Line as before) special, with a source tag of 1 and a target of 2. A bit away from the first stairway, I have an identical one with Teleport_Line and a source tag of 2 and a target of 1. They are also facing the way the player will cross over them; the hash in the middle (which identifies the front side) is the side they will walk over. Otherwise if they're facing the opposite way, the player will come out facing backwards. And last, make sure that the sectors have the repeatable action flag on; otherwise you'll only be able to teleport once.

http://img359.imageshack.us/img359/7372/meh2mu.png

While the stairway on the left has a bottom-floor room and the one on the right has a top-floor room, the stairways themselves are exactly the same: this means they use the same textures and flats, the same texture/flat alignments, the same stair heights, the same light level, and are both aligned to the same positions on the grid.

This way, when the player crosses the line, the rooms are out of the line of sight, so the player is unable to notice that there is nothing but a wall on the opposite end of the stairway they're on. The only thing that's noticeable about the transition is that occasionally there's about a split-second snag in the movement, but it usually isn't very noticeable, and nobody cares anyway. The only thing you need to look out for however is monsters; make sure they can't get on the stairway, because if they're in the line of sight when the player crosses the line and teleports, they'll mysteriously vanish, making the effect much more noticeable at that point.

Here's the WAD in case you need any further examination of how this works.
Clicky (http://rapidshare.de/files/23520694/flooroverfloor.wad.html)


Also, more examples on things like these can be found in the ZDoom tutorials (http://www.zdoom.org/zdkb/zdoomindex.html). They're very straightforward on things.

asdf
June 19th, 2006, 11:54 AM
maybe its something with scripting, cause i've played games before that you see the monster, go over the line, still see the monster.... (shootable aswell) oh well, how do you block a monster from the stairs?

ace
June 19th, 2006, 12:21 PM
To block a monster, just put lines in at the entrances to the stairways and give them the "Block monsters" flag. Done and done.

Unless you're talking about a mod for Doom, chances are there are a plethora of games that allow monsters up double-story stairways. That would be because they aren't 2-dimensional like Doom. :p

jake250
June 19th, 2006, 12:25 PM
I saw that glitch in hexen, you cross a line and monsters are always there, so they mysteriously vanish when you cross the line and it looks really, really dumb.

Otherwise, the effect can be quite nice when well used.

asdf
June 19th, 2006, 02:36 PM
not a glitch, (well sorta) a stupidity in the way it was coded.... :)

ace
June 19th, 2006, 04:07 PM
Indeed. Monsters and projectiles don't seem to be able to activate the special, and they didn't bother coming up with some sort of portal effect to prevent monsters disappearing like that. But when used wisely it works well enough.

Welcome to ZDoom editing, by the way. Muhahaha, I (however inadvertently it was) converted another one! :D

asdf
June 19th, 2006, 04:19 PM
you disturb me :) thanks for helping, maybe i'll make a good map soon :)