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Stopping projectiles from going pass a line
Posted: Tue Jul 29, 2003 9:22 pm
by Zell
In my map, i have a a tube with an enemy in it, but, i dont want him to be able to shoot the play, and the play to not shoot him. how do i do this? any help is appreciated
zell
Posted: Tue Jul 29, 2003 9:28 pm
by Sphagne
You can make a wall taller than the player's eyes and do not give it a lower texture, so it would become invisible, and then you can lower it instantly and the monster would be able to see and attack the player.
Posted: Tue Jul 29, 2003 9:31 pm
by Zell
lol, thats not exactly what i wanted, but thx anyway
what i want is like a test tube, so the enemy is in the tube, sees the player, becomes enraged, but his attacks dont leave the tube.
Posted: Tue Jul 29, 2003 10:24 pm
by cccp_leha
You can stick a "shootable thing (angle is health (0 is invincible))" <--(from WAuthor) on either end of the tube and that should block projectiles.
Posted: Tue Jul 29, 2003 10:42 pm
by Xaser
Make the walls around the tube have the "blocks everything" attribute.
Posted: Tue Jul 29, 2003 10:46 pm
by cccp_leha
OK, for some reason, my things aren't showing up in ZDoom, but they are there in WAuthor....weird shit...anyways, something like this???
Posted: Wed Jul 30, 2003 12:45 am
by Zell
lol..what is this supposed to do? lol i dont get it
Posted: Wed Jul 30, 2003 8:36 am
by Biff
Reconsider what Sphagne said...you can make a ring-like sector around the monster, give it a floor height above the monster's head. I don't mean the sector the monster's in, I mean another sector, thin walled, like a ring around the monster's sector. Do not give its lower sidedefs any texture, so it'll be transparent. Your editor will flag it as a missing texture, it does not matter because it's a "special effect". This ring sector, given a tag, can be made to drop when you want, freeing the monster.
Otherwise, just enclose him in a sector, and give the lines around him a lineID. Use a script to set that lineID number to block everything.
I think you are using WA. For the lineID, look under special, go to Line_SetIdentification (#). Then use a script like
setlineblocking (#, BLOCK_EVERYTHING);
and at some later time
setlineblocking (#, OFF);
Posted: Wed Jul 30, 2003 9:13 am
by cccp_leha
Supposedly, at the entrance of the "tube" there is a shootable thing with an anlge of 0, which should be infinite health...and it should be able to absorb projectiles..."should" is the keyword here
Posted: Wed Jul 30, 2003 10:35 am
by HotWax
What Zell wants is a test tube. A large cylindrical tube that stretches from the floor or some kind of futuristic computer-thingy, either to the ceiling or high enough to hold the creature it is containing. Something you'd see if you wandered into a mad scientist's lab and they were conducting experiments. If you still don't know what I'm talking about, pick an option:
Go watch Star Wars: The Empire Strikes Back and observe the tube that Luke is put in after he is rescued by Han on Hoth.
Go play Metroid Prime. You should do this anyway. It's an outstanding game. Of course you'll have to play it to about 40% of the way through before you even lay eyes on a test tube (it'll have a Metroid in it), but there are worse things to be subjected to. ^_^
And finally if you don't wanna do either of those, just think up a way to have a fairly thin glass wall that is 100% inpenetrable by all manner of attacks, including (this is the hard part) weapon explosions. BUT at the same time, this wall must NOT block the monster's sight. When the monster sees the player through the glass, he should wake up. If possible, he should try to attack. But those attacks should not be able to pass the wall.
Good luck.
PS: Leha, your approach probably won't work in this case because it sounds like you're thinking of a horizontal tube, such as a tunnel, with one entrance or an entrance at either end, where you've placed an invisible actor to absorb the damage. What you'd need for the test tube is a ring of such actors because the monster will be able to fire in 360 degrees. (Also, the actors would not prevent the rocket explosions from reaching the player if he was close enough) Of course I could also have completely misunderstood you.
Posted: Wed Jul 30, 2003 10:57 am
by Zell
thats exactly what i wanted, thx hotwax, and everybody else who has responded =D
Posted: Wed Jul 30, 2003 8:36 pm
by cccp_leha
Doh! Makes sense now cuz I missed the *vertical* part

A horizontal test tube <---

Hehe, Luke almost got his ass kicked by the Wampa... for the 30th time. BTW, anyone look at my attachment? On my comp, things show up in WA, but aren't there in the game... WTF?
Posted: Wed Jul 30, 2003 8:38 pm
by Zell
lol they needed to be set up =p
u had no game options set
like single player or multiplayer
Posted: Wed Jul 30, 2003 8:54 pm
by cccp_leha
huh?
EDIT DUMBASS
well no use now, but just so the circle is now complete hehehe