View Full Version : Can you make a "doom door" blow up?
Eduard
06-14-2002, 09:46 AM
Can you make a "Doom door" blow up? (you know, ST20 with SE10 but then with a SE13 in it)
I keep trying it bit it just doesn't work, I think it's just impossible.
If you maybe know how to make it, or if you have a tip, please place it here.
Bye,
Eduard
Kef Nukem
06-14-2002, 01:12 PM
I think he means the "door" can actually opperate and also be blown up, that isn't possible although there are some trickies on how to do it, not going to explain now (too complicated).
Guest
06-15-2002, 12:30 AM
why so complicated? images/icons/confused.gif just put some babes in and it'll be fine images/icons/grin.gif
i really dunno, actually.
sangluss
06-15-2002, 12:32 AM
Hey Eduard! Yap, its me! The guy that reccomended this! Ok, try this:
1. Make your doom door.
2. Make it look like the explosion already happened.
3. Put some C-9 sprites in there.
4. Give them the lotag when they must detonate.
5. Put a switch nearby.
6. Give it a unique lotag.
7. The C-9's hitag must be the same lotag of the switch.
8. Put sectoreffectors there.
9. Put a crack on the wall.
10. Make it transparent (first give it a unique hitag)
11. Shrink it until it shrinks no more.
12. Give the sectoreffectors the lotag of 13.
13. Give the sectoreffectors the same hitag if that of the crack.
_____________________________
I dunno if this would work but you could try it images/icons/smile.gif .
sangluss
06-15-2002, 03:54 AM
Wel kef, I thaught I explaned it! O yeah, forgot, eduard, you must also put a masterswitch (D) and give it the same lotag of that one of the switch...
Guest
06-15-2002, 06:48 AM
1: put in some discolights.
2: make a large room BEHIND the door.
3: build some tables, chairs and a stage.
4: insert babes! graemlins/doh.gif
fkrbb images/icons/tongue.gif
sangluss
06-15-2002, 08:27 AM
graemlins/doh.gif (o new icon)wel Eduard, maybe you should download the mapfaq13 images/icons/smile.gif . Get it at the info for build section @ DSS homepage (http://home.worldonline.be/~dhaege)
Roger
06-15-2002, 11:02 AM
Maybe you could make a sprite that raises with its a raising ceiling. Make a switch that activates some C-4 in an unvisitable room. Put a flat sprite in that room and give it a unique hi-tag, then give that hi-tag to the flat sprite that is the door. I don't feel like mapping yet, so see what you come up with.
NutWrench
06-15-2002, 11:33 AM
I got as far as splitting the door into 3 sections and using a touchplate and 3 Activators to make all 3 parts rise at the same time (so it looks like one solid door). After the door had been destroyed, I was going to have the door segments rise up in a jagged semi-circle. (You can't have a hole right in the middle unless you're planning to add a 'jaw' type door)
I though about using a crack sprite on the door to set off the C9 and trigger the SE13's, but realized that the crack would be visible when the door moved up and down.
You also need to prevent the door from working after it has been "blown up." Can an ActivatorLocked be started in the 'unlocked' state and then be switched 'locked' later? (to keep the door segments from moving)
[ 06-15-2002, 11:37 AM: Message edited by: NutWrench ]
Eduard
06-16-2002, 02:23 PM
Hey Guys,
Thanks for all the tips, I've made a door that blows up when you activate it, the only problem is that I only managed to make a door with ST21 instead of 20 graemlins/doh.gif
Anyway, it's a little buggy but it looks ok, well, as long as you don't open 'n' close it to much:)
Eduard graemlins/hhg.gif
cyborg
06-18-2002, 06:32 AM
The only reliable method would be to use sprites as suggested - the SE13 and ST20 will compete for control of the sector attributes. It will then not matter if the door is still operable as the actual component blocking movement is removed.
sangluss
06-22-2002, 04:54 AM
Wel eduarddude, I did some research and if ya want such a door without a bug..C'est impossible!
Guest
06-29-2002, 04:38 PM
*Runs through the thread with Chainsaw seeking the freak who started this topic!*
*Buzz* Buzz* *Splat* He he he!
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