Okay, so we have crushing floors, crushing ceilings, Etc...
But isn't it about time we gave the same privilege to walls? So how this works, is that it would have properties similar to polyobject sliding doors, but instead, when triggered, the walls would slide in and crush you against the other side of the hall/room.
po: polyobject to move
speed: how quickly to move the polyobject
damage: how much damage to do when crushing
angle: direction to move the polyobject in (this is a byte angle)
dist: distance to move the polyobject
delay: delay in tics before returning to original position
If you want to add more onto this suggestion, feel free to, and I'll add it onto the list with credit.
Polyobject crushing walls
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- enderkevin13
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- Graf Zahl
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Re: Polyobject crushing walls
Crushing polyobjects have been a feature since Hexen, so what are you missing?
Re: Polyobject crushing walls
heh.enderkevin13 wrote:If you want to add more onto this suggestion, feel free to, and I'll add it onto the list with credit.
He's missing a read through the [wiki=PolyObjects]wiki[/wiki]. That said, I'm not aware of a way to customize how much damage the crushing and harmful pobjs do. Perhaps that could be done with one of the polyobject spot's args, I don't remember them being used for anything.Graf Zahl wrote:Crushing polyobjects have been a feature since Hexen, so what are you missing?
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: Polyobject crushing walls
Correct. Funny enough they use the angle as their only parameter, presumably because they predate the Hexen map format.
Using one of their args as damage parameter sounds like a good idea, at least it should be easier to do than changing all the action specials. On the other hand, crushing damage by polyobjects is a lot less controlled than by floor and ceiling movers, so what can be done remains to be seen.
Using one of their args as damage parameter sounds like a good idea, at least it should be easier to do than changing all the action specials. On the other hand, crushing damage by polyobjects is a lot less controlled than by floor and ceiling movers, so what can be done remains to be seen.