Mapping conundrum

Discuss all aspects related to modding Zandronum here.
Post Reply
Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

Mapping conundrum

#1

Post by Llewellyn » Wed Jul 25, 2012 9:35 am

I've got a map and I made a diagram:
Image

Green sectors are the normal "okay" sectors.
Red sector is the "kill" sector,
And the blue line is where the CENTER of the player travels.

If the player touches the red floor, I need him to die.

Problem is, because his center never crosses into the red area, he doesn't set off Actor Touches Floor things, Actor Enters Sector things, or Sector Specials.

How can I detect whether he is touching that floor, even if he isn't technically in the sector?
I can't modify the geometry or move where the player is.
Last edited by Llewellyn on Wed Jul 25, 2012 9:36 am, edited 1 time in total.

XutaWoo
Forum Regular
Posts: 113
Joined: Mon Jun 04, 2012 7:04 am

RE: Mapping conundrum

#2

Post by XutaWoo » Wed Jul 25, 2012 9:54 am

You could make the red sector constantly spawn instant death projectiles with a radius equal to the sector's apothem that vanish instantly if they don't hit anything.

This is, however, assuming the sector is square and has its sides perfectly parallel with the grid's. I suppose you could cover the sector with a bunch of small projectiles, but that could end up killing players for no reason if they try to jump up there from a lower sector, which is why I'm assuming this is an issue. The lower sector, not them trying to jump up there.
[spoiler]Image[/spoiler]
Image

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Mapping conundrum

#3

Post by Llewellyn » Wed Jul 25, 2012 10:32 am

XutaWoo wrote: This is, however, assuming the sector is square and has its sides perfectly parallel with the grid's. I suppose you could cover the sector with a bunch of small projectiles, but that could end up killing players for no reason if they try to jump up there from a lower sector, which is why I'm assuming this is an issue. The lower sector, not them trying to jump up there.
Since I'm making a sidescroller (see my CommanderKeenTC project) I have to keep him on a rail, this is the problem.
I can't use projectiles because the player can actually grab the ledge and projectiles just end up killing him most of the time. I thought about the item thing but then in multiplayer that wouldn't work out, as the first guy would take out the items and the second guy would land and survive (or the 17th guy if there were 16 items.)

Is there any way I could make like a square object that fits in the slot that would kill anyone if they touched it but would remain there?
Last edited by Llewellyn on Wed Jul 25, 2012 10:34 am, edited 1 time in total.

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: Mapping conundrum

#4

Post by Ivan » Wed Jul 25, 2012 10:39 am

The item thing is not an excuse. You just give each player a new TID and check for that afterwards, and give items to whoever is closest if that is going to solve your issue. Why don't you make a new actor on floor, to act like the sprite bridges such that if the player is closer than a distance, it gives them an item in which does a Damage_Thing ?
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

XutaWoo
Forum Regular
Posts: 113
Joined: Mon Jun 04, 2012 7:04 am

RE: Mapping conundrum

#5

Post by XutaWoo » Wed Jul 25, 2012 10:54 am

You can give projectiles heights of like 1 or 2, y'know. Toss off +NOBLOCKMAP and you have what is essentially an invisisble kill pancake. That is square.
[spoiler]Image[/spoiler]
Image

User avatar
StrikerMan780
Forum Regular
Posts: 279
Joined: Tue May 29, 2012 9:16 pm
Clan: Shadow Mavericks
Clan Tag: [SM]

RE: Mapping conundrum

#6

Post by StrikerMan780 » Wed Jul 25, 2012 1:12 pm

Instead of showing a diagram, how about show a few shots of your map in Doom Builder 2's 3D Mode?
(or, you can PM me the section of the map that is the issue, and I can investigate in DB2)

From the looks of it, if I understand the diagram correctly... The simplest thing to do is create an invisible, non-solid 3D floor with the "Instant Kill" sector special on the control sector. (also, I think 3D Floors will allow the actor enters/exits sector/hits floor things.)
Last edited by StrikerMan780 on Wed Jul 25, 2012 1:18 pm, edited 1 time in total.

Watermelon
Zandrone
Posts: 1244
Joined: Thu Jun 28, 2012 9:07 pm
Location: Rwanda

RE: Mapping conundrum

#7

Post by Watermelon » Wed Jul 25, 2012 3:06 pm

Use ACS GetActorX/Y/Z and compare it to a predefined cube that if it returns true, kill?

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Mapping conundrum

#8

Post by Llewellyn » Thu Jul 26, 2012 2:32 am

Ivan wrote: The item thing is not an excuse. You just give each player a new TID and check for that afterwards, and give items to whoever is closest if that is going to solve your issue. Why don't you make a new actor on floor, to act like the sprite bridges such that if the player is closer than a distance, it gives them an item in which does a Damage_Thing ?
Well one, player's don't have TIDs and CAN'T have TIDs because the way I had to hack in about all the things I needed for Decorate. Two, I want the solution to be a versatile solution that I don't have to script in for the up to 40 on each map.
Watermelon wrote: Use ACS GetActorX/Y/Z and compare it to a predefined cube that if it returns true, kill?
Again, I don't want to have to make 40 of these a map, and have ACS checking it for every player every tic, as well as the square having to be only 1px tall leaving a lot of room for error.
StrikerMan780 wrote: Instead of showing a diagram, how about show a few shots of your map in Doom Builder 2's 3D Mode?
(or, you can PM me the section of the map that is the issue, and I can investigate in DB2)
Because the right side looks like 2D mode and 3D mode is just a black square thats about 4px wide and you can't see jack.


Anyway, I found a solution that I think works well, I inherited from the bridge actor, gave it the +touchy flag, then it kills the target and goes back to the Spawn state.
EDIT: Oops we don't have +TOUCHY, so I did this:
Spoiler: decorate (Open)

Code: Select all

actor KillBridge : ThrustFloor 11999
{
	height 1
	radius 16
	+SOLID
	+NOGRAVITY
	+NOLIFTDROP
	+ACTLIKEBRIDGE
	RenderStyle None
	states
	{
	Spawn:
		TNT1 A 1 A_ThrustImpale
	See:
		TNT1 A 2 A_ThrustImpale
		TNT1 A 1
		loop
	}
}
Last edited by Llewellyn on Thu Jul 26, 2012 3:05 am, edited 1 time in total.

User avatar
StrikerMan780
Forum Regular
Posts: 279
Joined: Tue May 29, 2012 9:16 pm
Clan: Shadow Mavericks
Clan Tag: [SM]

RE: Mapping conundrum

#9

Post by StrikerMan780 » Thu Jul 26, 2012 10:46 pm

Llewellyn wrote:
StrikerMan780 wrote: Instead of showing a diagram, how about show a few shots of your map in Doom Builder 2's 3D Mode?
(or, you can PM me the section of the map that is the issue, and I can investigate in DB2)
Because the right side looks like 2D mode and 3D mode is just a black square thats about 4px wide and you can't see jack.
Even though you seem to have a solution now, did you at least consider the 3D Floor trick?

Llewellyn
Forum Regular
Posts: 578
Joined: Mon Jul 02, 2012 7:12 am

RE: Mapping conundrum

#10

Post by Llewellyn » Fri Jul 27, 2012 12:04 am

StrikerMan780 wrote: Even though you seem to have a solution now, did you at least consider the 3D Floor trick?
No, because half the map is already made out of 3D floors above it.
Last edited by Llewellyn on Fri Jul 27, 2012 12:05 am, edited 1 time in total.

Post Reply