Make a Hatch in the Floor

Ask about mapping, UDMF, using DoomBuilder/editor of choice, etc, here!

Moderator: GZDoom Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Post Reply
Moebius
Posts: 57
Joined: Thu Jan 28, 2021 1:45 am

Make a Hatch in the Floor

Post by Moebius »

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.
User avatar
Enjay
 
 
Posts: 26971
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Make a Hatch in the Floor

Post by Enjay »

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.
Gez
 
 
Posts: 17939
Joined: Fri Jul 06, 2007 3:22 pm

Re: Make a Hatch in the Floor

Post by Gez »

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.
User avatar
Enjay
 
 
Posts: 26971
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Make a Hatch in the Floor

Post by Enjay »

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.
User avatar
Misery
Posts: 158
Joined: Sun Nov 04, 2018 4:57 pm

Re: Make a Hatch in the Floor

Post by Misery »

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.
User avatar
Enjay
 
 
Posts: 26971
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Make a Hatch in the Floor

Post by Enjay »

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.
User avatar
Misery
Posts: 158
Joined: Sun Nov 04, 2018 4:57 pm

Re: Make a Hatch in the Floor

Post by Misery »

A'ight. Never tried it with that action specifically, so I don't know for sure. An odd exception, but not useful, anyways.
Guest

Re: Make a Hatch in the Floor

Post by Guest »

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.
User avatar
Enjay
 
 
Posts: 26971
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Make a Hatch in the Floor

Post by Enjay »

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.
Guest

Re: Make a Hatch in the Floor

Post by Guest »

I saw a map that had a sliding hatch over a elevator that raised from under the floor. Basically the "hatch" was a large texture with half of it transparent. So he made the floor texture scroll to the side, making it look like it was opening. The hatch was non-solid in his example, but you could theoretically add a moving polyobject under the hatch for collision I think.

I'm trying to find it again, because I want to do the same effect for my map, BUT I don't know how he made the floor texture move and then stop.
Post Reply

Return to “Mapping”