Duke crack wall with explosions.

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
Doorhenge
Posts: 85
Joined: Tue Apr 11, 2006 1:08 pm
Location: San Antonio, Texas
Contact:

Duke crack wall with explosions.

Post by Doorhenge »

Is there anyway to summon a random rocket explosion? like with the ceiling instant raise thingy? such as summoning random explosions on some null things with TID assigned to them or somethin'?

What I want is:

shoot the wall, random explosions happen around the wall along with a little quake, ceiling insta-raises.
User avatar
Tormentor667
Posts: 13556
Joined: Wed Jul 16, 2003 3:52 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia (Modern GZDoom)
Location: Germany
Contact:

Post by Tormentor667 »

Yes, with the "thing_spawnprojectile" special or whatever it is called!
User avatar
Enjay
 
 
Posts: 27308
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

http://www.zdoom.org/wiki/index.php?tit ... Projectile

Ugh! Don't remind me about setting up those hacky exploding walls in Duke. I hated making those things. :P
Doorhenge
Posts: 85
Joined: Tue Apr 11, 2006 1:08 pm
Location: San Antonio, Texas
Contact:

Post by Doorhenge »

I do this by spawning a rocket right? the problem is the rockets spawn after the explosion has happened and dont hit the wall - they go through it. I'm gonna keep tring to make this work, but there should be a thing called 'rocket explosion' that will spawn, instad of shooting a rocket that hits the wall and explodes.
User avatar
Biff
Posts: 1061
Joined: Wed Jul 16, 2003 5:29 pm
Location: Monrovia, CA, USA

Post by Biff »

Doorhenge wrote:I do this by spawning a rocket right? the problem is the rockets spawn after the explosion has happened and dont hit the wall - they go through it. I'm gonna keep tring to make this work, but there should be a thing called 'rocket explosion' that will spawn, instad of shooting a rocket that hits the wall and explodes.
Probably you are spawning the rockets too close to the wall, or with too much speed so that the collision detection "misses" the wall.
User avatar
Enjay
 
 
Posts: 27308
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Quite some time ago, I asked if an explosion object could be added to ZDoom to avoid the need to spawn a rocket in these kind of situations. Nowadays, you could just make your own explosion object using DECORATE and spawn them instead of rockets.

Here's an example of something you could use in a decorate lump:

Code: Select all

ACTOR WallBanger
{
	RENDERSTYLE ADD
        ALPHA 0.7
        Radius 10
	Height 10
	Speed 0
	PROJECTILE
	+FIREDAMAGE
	+NOCLIP
   States
   {
   Spawn:
        MISL B   2
        MISL B   2 BRIGHT A_PlaySound ("weapons/rocklx")
        MISL B   4 BRIGHT A_Explode
        MISL C   6
        MISL D   4
	Stop
   }
}
You could give that a spawn ID and use the thing_projectile function or just use spawnspot without an ID.

(good to see you Biff)
Doorhenge
Posts: 85
Joined: Tue Apr 11, 2006 1:08 pm
Location: San Antonio, Texas
Contact:

Post by Doorhenge »

Enjay wrote:Quite some time ago, I asked if an explosion object could be added to ZDoom to avoid the need to spawn a rocket in these kind of situations. Nowadays, you could just make your own explosion object using DECORATE and spawn them instead of rockets.

Here's an example of something you could use in a decorate lump:

Code: Select all

ACTOR WallBanger
{
	RENDERSTYLE ADD
        ALPHA 0.7
        Radius 10
	Height 10
	Speed 0
	PROJECTILE
	+FIREDAMAGE
	+NOCLIP
   States
   {
   Spawn:
        MISL B   2
        MISL B   2 BRIGHT A_PlaySound ("weapons/rocklx")
        MISL B   4 BRIGHT A_Explode
        MISL C   6
        MISL D   4
	Stop
   }
}
You could give that a spawn ID and use the thing_projectile function or just use spawnspot without an ID.

(good to see you Biff)
Sounds nice, but I'm tring to make this Zdaemon compatible and I just realised you can throw the rockets at the ground with the vertical thingy, so the effect works now. :)
User avatar
Enjay
 
 
Posts: 27308
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Post by Enjay »

Fair enough. You could have done something similar with dehacked, but if you got it sorted, there's no need I guess.
Locked

Return to “Editing (Archive)”