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Old 11-13-2006, 09:11 AM   #1
Skull
Question suggestions
im trying to make a space station within there a generator u have to blow or overload with a lock (with timer to run away), whenever that generator blows up a wall colapses and the player get suck into space and die, if u aint gone in time or are on a greater distance to shoot.

so wanted to do this with sector effector and then 24,* so the floor actualy pulls u into space when the hole comes ive been trying but seems whenever i use that effector the floor wil allready start and can only be deactivated not sure how i would make it stop in the begin and only when the hole in the wall come it wil be activated tried many things allready, so any1 got a suggestion?
Last edited by Skull; 11-13-2006 at 10:29 AM.
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Old 11-14-2006, 01:36 AM   #2
DeeperThought

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Re: suggestions
Well, this is normally Hendricks266's department, but what the hell. If you feel like it, you could just do it with code. You would insert the following code somewhere in GAME.CON (but not inside of an actor or state). Then you would put the VACUUM sprite (tile 1368) in the outer space area, making sure that it can't see the player until the wall blows up, and that it can see the player after that point (you could use more than one of the sprites to be sure). The VACUUM should suck the player towards it on the x and y axes (you could add the z axis if you wanted).

Code:
gamevar x 0 2
gamevar y 0 2
gamevar mx 0 2
gamevar my 0 2
define PULLPLAYER 1368 // just some number with a pic that isn't already an actor

useractor notenemy PULLPLAYER 0

cstat 32768
ifcansee
 {
 getplayer[THISACTOR].posx mx
 getplayer[THISACTOR].posy my
 getactor[THISACTOR].x x
 getactor[THISACTOR].y y
 ifvarvarl x mx subvar mx 160 else addvar mx 160 
 ifvarvarl y my subvar my 160 else addvar my 160 
 setplayer[THISACTOR].posx mx
 setplayer[THISACTOR].posy my
 }
enda
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New map effects and various optional extras for Duke 3D.

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XP based weapon upgrades, progressive difficulty, and more.
Last edited by DeeperThought; 11-14-2006 at 01:00 PM.
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Old 11-14-2006, 12:47 PM   #3
DavoX

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Re: suggestions
Im not sure if that's what Skull asked...

But anyway i tried that SE24 Too without any luck. And i tried in million ways.

You could always make the player press one button at the beggining of the map to open a door an secretely deactivate the SE24 in the background. Unfortunately there's no way to avoid the player to open that door again and activate the SE24 again.
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Old 11-14-2006, 01:02 PM   #4
DeeperThought

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Re: suggestions
Quote:
Originally Posted by DavoX View Post
Im not sure if that's what Skull asked...
It works. I have tested an actor like this before. But you would need to change "VACUUM" to some other name (as I did in my edit) because that one is already taken. The speed of the pull might need some adjustment, too, to make sure the player can't escape. 192 should be fast enough, if 160 isn't enough.
__________________
DUKE PLUS
New map effects and various optional extras for Duke 3D.

DUKE NUKEM: ATTRITION
XP based weapon upgrades, progressive difficulty, and more.
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Old 11-14-2006, 01:21 PM   #5
Skull
Re: suggestions
as davox says u could deactivate it with a button in the begin orsomwhere u can deactivate it yes i have tought of that when u press the button u even can shield off the button in many ways so u cant press it again to activate, but.

the thing is how do i get it back on again without that button used again.

i would like to make a forcefield generator u need to overload it with a keycard and then u have a small time to run off before it explode and smash open a hole in the wall from that point after the small time the se24 need to be activated again how i would arange that then?

thats ive been trying to figure out in any way.
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Old 11-17-2006, 07:41 PM   #6
Hendricks266
Lightbulb Re: suggestions
I'm pretty sure that you could use a MASTERSWITCH {8} (Not an ACTIVATOR {2} or an ACTIVATORLOCKED {4}) to set a time delay.

Anyway, here is what you need to do to achieve this without custom .CON code:

Things that are in blue are thing that I am unsure about. It should work in theory.
  1. Create the conveyor belt sector(s).
  2. Give each sector a sector lotag value of 1 so that you move regardless of your z coordinate.
  3. Place one sector effector sprite in each sector, and change the angle of the sprite to the direction that you want the movement to go. Give the sector effector sprites a sprite lotag value of 24 and a hitag that they all share, but no other sector effectors use.
  4. To make the movement of the sectors go faster, simply place one GPSPEED sprite in each sector, giving it a sprite lotag value of the speed you want it to travel (higher numbers mean faster speeds - 64 and 128 are common values).
  5. Place a switch sprite somewhere in your level and give it a lotag value equal to the hitag you gave the sector effector(s).
  6. Place a MASTERSWITCH sprite in each of the sectors that contain a sector effector for this effect. Give it the same lotag you gave to the switch and a hitag. The hitag is the time delay that the effect should wait to be carried out. A value of 26 is exactly one second.
Now, it should only be activated when you flip that switch. If it activated by default, use an instant TOUCHPLATE {3} → teleport trick so that it appears inactive by default.
I am pretty sure that you can also integrate that with a TOUCHPLATE {3} or a crack in the wall, but I cannot back that up. I have not tried this yet.

If you feel like using .CON code, use this: (it is a repost of DeeperThought's code, but the things in red are changed)

Code:
gamevar x 0 2
gamevar y 0 2
gamevar mx 0 2
gamevar my 0 2
define PULLPLAYER 1368 // just some number with a pic that isn't already an actor
define PULLAMOUNT 160 // You can easily change the rate of suction with this define, instead of changing it four times.

useractor notenemy PULLPLAYER 0

cstat 32768
ifcansee
 {
 getplayer[THISACTOR].posx mx
 getplayer[THISACTOR].posy my
 getactor[THISACTOR].x x
 getactor[THISACTOR].y y
 ifvarvarl x mx { subvar mx PULLAMOUNT } else { addvar mx PULLAMOUNT }
 ifvarvarl y my { subvar my PULLAMOUNT } else { addvar my PULLAMOUNT }
 setplayer[THISACTOR].posx mx
 setplayer[THISACTOR].posy my
 }
enda
I was trying to make an effect similar to this a while ago on a “show off” map that I haven't finished, although not in the same circumstances.

also itll hlp us if u stppd tlkn n im spk
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Old 11-18-2006, 01:38 PM   #7
Skull
Re: suggestions
the effect i wanted to try to create isnt possible i quess, so ill have to use option 2 by con editing :s wich i dont really like te be honest.
so ill create somthing else, perhaps the old fasion huge explosion.

allso touchplate (3) has no effect on conveyor belt effect. iether does masterswitch (8) for time delay.

ps i did know how to create a conveyor belt effect tho mostly by looking in offical maps i can create any effect but the effect i wanted to create was no example of

ty anyways for help.
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Old 11-19-2006, 02:01 AM   #8
DavoX

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Re: suggestions
Quote:
Originally Posted by Skull View Post
the effect i wanted to try to create isnt possible i quess, so ill have to use option 2 by con editing :s wich i dont really like te be honest.
so ill create somthing else, perhaps the old fasion huge explosion.

allso touchplate (3) has no effect on conveyor belt effect. iether does masterswitch (8) for time delay.

ps i did know how to create a conveyor belt effect tho mostly by looking in offical maps i can create any effect but the effect i wanted to create was no example of

ty anyways for help.
Did you try my door opened by switch trick combined with another door of the same lotag somewhere else later in the map? that could work i guess. Assuming that you can't get where the first door is again and that you can't press the buttons more than once.
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Old 11-19-2006, 06:48 AM   #9
Skull
Re: suggestions
im sure that would work as ive tried that but dont forget ive allso added a wall that breaks with some explosions so if i implent a switch somwhere earlyer in the map and u use that switch to deactivate the conveyor belt it wil allso setoff those wallbreak and explosions.
so thats not really a option

unless i can seperate those 2 effects and still set them off together when u blowup the generator
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