UDMF/Zdoom Friendly Teleport Monster Trap.

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SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

UDMF/Zdoom Friendly Teleport Monster Trap.

Post by SyntherAugustus »

I was trying to find a tutorial for what I wanted in my monster trap last night, but to no avail and ended up making my own method that's probably used by others anyway.
Tag numbers are based off of what you have available next in your map. This tutorial assumes that these are the first tags used in the map.

http://i.imgur.com/sVjzlDd.jpg Reference Image
https://www.dropbox.com/s/ujx0zbndaawte ... p.wad?dl=0 Reference Wad

In this example, the player triggers a Scroll_Floor script and has the monsters bump into the teleport activated wall to teleport into the map spots the mapper wants them to go to.

So first we make the script using Scroll_Floor.

Code: Select all

script 1 (void)
{
Scroll_Floor (2, 0, 128, 1);
}
2 is the sector tag, 0, 128 (X=0, Y=128) is the direction of the floor (meaning it's going upwards only), and 1 means that it only carries the monster and does not scroll the floor.

We make a sector that is tag 2 with our monsters. I chose a skinny path so that the monsters get dumped in one by one. Making it wider makes simultaneous teleports with the two teleports available.
At the top of the teleport sector, make it linedef special 70 (teleport) going to map spot 1. This will be a repeatable action and activated by the monster bumping it.

Now add the teleport destination things (type 14) with a identification tag of 1.

Add a single line somewhere that has linedef special 80 (script execute) with script 1 as the script and that is activated by the player walking over it. It does not need to be repeatable.

If the monsters are teleporting out of sight, you'll want to add a NoiseAlert to your script as well. Also change the Scroll_Floor speed to something a little faster so the monsters can't resist it. So the script will look like this.

Code: Select all

script 1 (void)
{
Scroll_Floor (2, 0, 900, 1);
NoiseAlert (0, 3);
}
Add a map spot (Type 9001) with a identification tag of 3 in the tag 2 sector with the monsters. This will wake up the monsters before they teleport and see the player.

That should be it! The player ought to run over the line, triggering the sector that scrolls the monsters upwards into the teleports to ambush the player!
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XCVG
Posts: 561
Joined: Fri Aug 09, 2013 12:13 pm

Re: UDMF/Zdoom Friendly Teleport Monster Trap.

Post by XCVG »

Good tutorial, but I don't understand the point of this. Could you not simply spawn the monsters in?
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SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: UDMF/Zdoom Friendly Teleport Monster Trap.

Post by SyntherAugustus »

Spawning monsters have two disadvantages.

Afaik the monsters can telefrag each other when using spawning. This would make funnel teleporting like I did in the example not doable. The idea is that they come out of the teleporter one at a time.

And even worse, this makes the monster kill count unpredictable and makes inaccurate monster counts for the Intermission screen in the long run for those trying to do a UVMAX or something. If a map says it has 10 monsters, it should stay that way and not jump to 50 overtime.

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