Duke crack wall with explosions.
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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.
Duke crack wall with explosions.
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.
What I want is:
shoot the wall, random explosions happen around the wall along with a little quake, ceiling insta-raises.
- Tormentor667
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Ugh! Don't remind me about setting up those hacky exploding walls in Duke. I hated making those things.
Ugh! Don't remind me about setting up those hacky exploding walls in Duke. I hated making those things.
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.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.
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:
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)
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
}
}(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.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:
You could give that a spawn ID and use the thing_projectile function or just use spawnspot without an ID.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 } }
(good to see you Biff)
