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);
}
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);
}
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!