MONKEYBARS:
Monkey bars will add variety to the movement of your maps. to create them you need a file: MonkeyBars.pk3 which contains decorate (with which the weapon will disappear when swinging) and textures (if you wish, you can draw your own) Next, in Ultimate doom builder, draw a line with textures on both sides. We write the following script:
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Script "MonkeyBars" (int zpos, int dir)
{
int zmin = (zpos * 1.0) - 96.0;
int zmax = zpos * 1.0;
int zcur = GetActorZ(0);
If(zcur >= zmin && zcur <= zmax)
{
int xvel; int yvel;
If(dir==0){yvel = 17.0; SetActorAngle(0,0.25);}
Else If(dir==1){xvel = 17.0; SetActorAngle(0,1.0);}
Else If(dir==2){yvel = -17.0; SetActorAngle(0,0.75);}
Else If(dir==3){xvel = -17.0; SetActorAngle(0,0.5);}
If(LineSide()==1){xvel = -xvel; yvel = -yvel;
SetActorAngle(0,GetActorAngle(0)+0.5);
}
PlaySound(0,"skeleton/swing",CHAN_BODY);
GiveInventory("ClimbHand", 1); //Switch on Our Decorate
Setweapon("ClimbHand");
ThrustThingZ(0, 20, 1, 0);
Delay(3);
ThrustThingZ(0, 20, 0, 0);
Delay(2);
SetActorVelocity(0,xvel,yvel,9.0,0,0);
Delay(5);
TakeInventory("ClimbHand", 1); //Switch off Our Decorate
}
}
You can also specify your own speed and strength values. Add a script to our line through Action 80: Script Execute.
Zpos: This is the height of the line above the floor (that is, the difference in the height of the ceiling and the offset of the texture of our monkey bar)
Dir: This is direction, 0 - north 1 - east 2 - south 3 - west
And put a check mark on:
*Repeatable action
*When player walks over
*Player can use from back side