[MAPPING] (SOLVED)Damaging swimmable 3d floor?

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FranckyFox2468
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[MAPPING] (SOLVED)Damaging swimmable 3d floor?

#1

Post by FranckyFox2468 » Wed Mar 08, 2017 9:39 pm

Currently wondering, is it possible to make a swimmable 3d floor that provides constant damage as you are swimming in it similar to classic damaging floor? I've been trying to give some sector damage to the 3d floor but it doesn"t seem to do much. Just wondering if the technique is actually possible and perhaps i am just doing wrong or if its just not possible.
Last edited by FranckyFox2468 on Thu Mar 09, 2017 5:42 pm, edited 1 time in total.

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Ru5tK1ng
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[MAPPING] Re: Damaging swimmable 3d floor?

#2

Post by Ru5tK1ng » Wed Mar 08, 2017 10:17 pm

Make sure to set the dummy/control sector to have damage.

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FranckyFox2468
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[MAPPING] Re: Damaging swimmable 3d floor?

#3

Post by FranckyFox2468 » Wed Mar 08, 2017 10:50 pm

its there but once in the water nothing is happeing, making the water is fine my issue is that i can't make damage working. For info i am using GZDoom builder

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[MAPPING] Re: Damaging swimmable 3d floor?

#4

Post by Ru5tK1ng » Thu Mar 09, 2017 12:06 am

Upload the map? Or part of it?

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SwordGrunt
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[MAPPING] Re: Damaging swimmable 3d floor?

#5

Post by SwordGrunt » Thu Mar 09, 2017 4:56 am

I think you'll need some ACS for this, as the damaging special will only damage you when you are standing on the floor. Try using "player enters sector" to trigger a script that sets a variable to true and then checks every 32 tics if that variable is still true; if so, damage the player, else, terminate the script. And have a "player leaves sector" actor to trigger a second script that sets that variable to false, thus stopping the damage. This should work if you use it on the control (dummy) sector though I've personally never tried it.

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[MAPPING] Re: Damaging swimmable 3d floor?

#6

Post by Fused » Thu Mar 09, 2017 12:57 pm

Nah, Ru5sK1ng's method works fine. You add the damage flag to the dummy sector and whenever you're inside of it it will assume you're ontop of it.
FranckyFox2468 must've done something wrong if it doesn't work.
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[MAPPING] Re: Damaging swimmable 3d floor?

#7

Post by FranckyFox2468 » Thu Mar 09, 2017 5:02 pm

I tend not liking to share my work until i am perfectly comfortable with its current state (cause i already got my work stolen in the past). Guess i can try with some screenshots:

Here's the floor with the 3d sector:
Image

here's the dummy's sector properties:
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[MAPPING] Re: Damaging swimmable 3d floor?

#8

Post by Fused » Thu Mar 09, 2017 5:09 pm

In the effects section, give a damage flag to the special value.
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[MAPPING] Re: Damaging swimmable 3d floor?

#9

Post by FranckyFox2468 » Thu Mar 09, 2017 5:27 pm

Fused wrote:In the effects section, give a damage flag to the special value.
It works, but i would've liked to have more control on the damage type and the flow of the damage timer/damage. But i guess its not possible? :/

edit: I tried the script "Sector damage" on the dummy sector but it doesn't seem to do anything.

Code: Select all

script 3 ENTER
{
    delay (3);
    SectorDamage (9, 1, "None", true, DAMAGE_NONPLAYERS);
    restart;
}
EDIT 2: Oh fuck me, its because i forgot to add "DAMAGE_PLAYERS"

I got that solved. But the help was greatly appreciated eitherway

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[MAPPING] Re: Damaging swimmable 3d floor?

#10

Post by Fused » Thu Mar 09, 2017 7:34 pm

FranckyFox2468 wrote: I got that solved. But the help was greatly appreciated eitherway
Cool. As a final thing I advice you to change ENTER to OPEN in your script. Not doing so will make it possible for the script to trigger 64 times. I guess it will also multiply damage by 64 times then.
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[MAPPING] Re: Damaging swimmable 3d floor?

#11

Post by FranckyFox2468 » Fri Mar 10, 2017 5:09 am

Fused wrote:
FranckyFox2468 wrote: I got that solved. But the help was greatly appreciated eitherway
Cool. As a final thing I advice you to change ENTER to OPEN in your script. Not doing so will make it possible for the script to trigger 64 times. I guess it will also multiply damage by 64 times then.
Thanks for the info!

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