Duke4.net Forums: Activating explosions when revisting area - Duke4.net Forums

Jump to content

Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic

Activating explosions when revisting area  "A trick I've come up with"

User is offline   Cage 

#1

We all know the Touchplate sprite activated explosion effect, right? I've recently discovered it's possible to make a sector trigger explosions once you "activate it" - before that you can pass through it without triggering the fireshow. :)

How?

Triggered explosions require a Masterswitch sprite in the sector to work. This effect is triggered only once, so you can safely use an infinite-time Touchplate.

If the Masterswitch is absent the effect won't be activated, but won't be discarded by the engine. This makes it possible to use a Respawn sprite to spawn a Masterswitch in the sector with the effect (In any sector if the explosions are in many) to make it triggerable!

The catch is that you can't give lotags to respawned sprites IIRC - the respawned Masterswitch will have a lotag of 0, so you have to use that one for the explosion effect. Also I think it can be used only once, but maybe you can get around it in a very linear setting? Feel free to experiment around the idea.

EDIT: hey, it just occurred to me that this might work with other effects - maybe like spawning an activator instead, etc? Haven't tested that yet!

Attached map:

Attached File(s)



This post has been edited by Cage: 13 May 2014 - 11:47 AM

6

#2

this is great idea man
0

#3

That's pretty resourceful.

May I offer an alternative?
Attached File  fx_test3.zip (2.72K)
Number of downloads: 207

Your method is, however, more efficient than mine. I had a scrapped map folder full of this kind of thing that I kept meaning to chuck up, but it seems to have been lost in the recent drive corruption.

Hehe, I designed an explosion effect that would only go off if the player ran down a corridor, but not when he crawled along with run mode off. That was part of Nitroglycerin. Wrap your head around that one :)
1

User is offline   Micky C 

  • Honored Donor

#4

That is a pretty clever and efficient method. I've been spoiled by working on TCs for the last few years which make all this stuff more flexible and easy so don't have to be creative about it :)

@ High Treason I assume you had a system where if the player activates an arbitrary series of consecutive touchplates within a short enough timeframe it would allow the explosions to trigger?
0

#5

Yeah, basically using activators+SE10's instead of masterswitches in the ST20's. Timing it was a bitch.
0

User is offline   duke64nukem 

  • Turok Nukem

#6

Brilliance i say, and it works great :) thanks this actually helps me

This post has been edited by Duke64Nukem: 15 May 2014 - 02:28 PM

0

User is offline   Zaxtor 

#7

Touchplate works forever except if you put a hitag 1 (work 1 time)

Touchplate does nothing if it cannot find anything with its lotag such as masterswitch, respawn, activator, activatorlocked.
Dunno how to make spawning masterswitch, probably is complicated stuff

BUT I make similar with alternative way.
I make similar.

I have a very tiny sector (lotag 25 se 15) and when I do something somehere the sector stretches 1-2 pixels near the other wall and the touchplate becomes touchable.



Or I make a "new sprite version" with con hack so is like a touchplate 3D.
Means it activates even when you jump over the sector (if is small to jump over).
Normal touchplates works only when you touch the sector and or sprite floor over the sector with the touchplate.

Example,
Well in my version I put that touchplate (custom one) that works even if you jump over the sector.
It must not be in the thin sector that moves with the lotag 25 SE15.
Must be in the other tiny sector that stretches.
Posted Image

The touchplate that activate the sector to stretch is far so is impossible to pass it before it finishes.
Even with steroids.

Or you can make a custom touchplate with a ifvare. and if its var is set it spawns something or it does opratemasterswitches xxxx and killit etc

This post has been edited by Zaxtor: 21 May 2014 - 02:26 PM

0

User is offline   Cage 

#8

 Zaxtor, on 21 May 2014 - 02:24 PM, said:

Normal touchplates works only when you touch the sector and or sprite floor over the sector with the touchplate.


Infosuite said:

TEXTURE# 3 TOUCHPLATE
(...)
Angle : [Down] = Activate when the player enters the sector. [Up] = Activate only when the player steps on the floor of the sector.


Yeah, I just found about that recently to be honest :) The floor only behavior was really problematic sometimes.
0

User is online   Danukem 

  • Duke Plus Developer

#9

A clever yet relatively simple idea....very nice.
0

Share this topic:


Page 1 of 1
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options