Make a Hatch in the Floor

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Make a Hatch in the Floor

Postby Moebius » Thu Jan 28, 2021 2:12 am

Any help would be appreciated. I've used polyobjects to make doors that open left/right, but they are infinitely tall. I want to make an opening in the floor of a room with a two-piece hatch door 8 units thick that slides open, left/right. I want the hatch to open and the floor rise up with monsters and goodies on it. I can create it visually with 3D floors, but can't make them move horizontally. I tried dropping the 3D floors super fast. It worked until I put the monsters and armor on the lower floor. The dropping 3D floors only lower until they hit them. I also want to use the hatch concept with an elevator. Doom 3 has some levels that use this. Can it be done? Have GZDOOM Builder and SLADE. I can write simple script with the script editor, but programming is beyond me right now.
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Re: Make a Hatch in the Floor

Postby Enjay » Thu Jan 28, 2021 2:52 am

You could use your current 3d floor setup but make the floors non blocking and place an invisible custom bridge actor into the hole with its parameters set so that it blocks the hole. Then, when you drop the floors, your script could remove the bridge actor. The non-blocking floors should pass right through your monsters and once the bridge is gone, the hole would be open.

Another option might be to use a model in the hole. It would be reasonably easy to create a model that looks just like your current setup but you could probably get smoother animation from it.
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Re: Make a Hatch in the Floor

Postby Gez » Thu Jan 28, 2021 4:28 am

For the 3D floor, instead of dropping it, you can instead raise it -- put it above the ceiling! If you use an instant movement it won't be visible that it shot up, and it won't collide with monsters this way. Unless you have some other blocking actor right above it, like some hanging lamp or something, but they can probably be moved aside more easily than the monsters.

Though another thing you can do if you lower the 3D floor is to not have the monsters in the way at first. They can be elsewhere. Then the same script that moves the 3D floor out of the way can silent-teleport the monsters as a second step.
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Re: Make a Hatch in the Floor

Postby Enjay » Thu Jan 28, 2021 5:00 am

I've noticed that sometimes, if you're watching, you can actually spot 3D floors moving instantly. So a player might notice it (or at least get the impression of something not being quite right) if the 3D floor is raised - even instantly.

Teleporting the bad guys into the hole before raising it would certainly be another good way to do it though.
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Re: Make a Hatch in the Floor

Postby Misery » Thu Jan 28, 2021 7:34 am

Enjay wrote:I've noticed that sometimes, if you're watching, you can actually spot 3D floors moving instantly.


Use SetLineSpecial, and remove the linedef action from the control sector and remove the 3D sector 'stead of moving it.
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Re: Make a Hatch in the Floor

Postby Enjay » Thu Jan 28, 2021 8:15 am

Misery wrote:Use SetLineSpecial, and remove the linedef action from the control sector and remove the 3D sector 'stead of moving it.

I don't think that works. Pretty sure 3D floors cannot be set/unset during gameplay.
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Re: Make a Hatch in the Floor

Postby Misery » Thu Jan 28, 2021 5:29 pm

A'ight. Never tried it with that action specifically, so I don't know for sure. An odd exception, but not useful, anyways.
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Re: Make a Hatch in the Floor

Postby Lillian Hammlestock » Fri Jan 29, 2021 4:59 am

Enjay's invisible bridges and non-solid 3D floor solutions works. Although when you walk over the hatch the monsters below notice you. That can be fixed. I guess I need to learn to make md3 models for the game.
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Re: Make a Hatch in the Floor

Postby Enjay » Fri Jan 29, 2021 5:42 am

Lillian Hammlestock wrote:Although when you walk over the hatch the monsters below notice you. That can be fixed.

Indeed - either set them to be dormant and wake them when the floor rises or teleport them in as discussed earlier.
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