Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Monster Closet

Author
Message
protoborg
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: Somewhere in this reality
Posted: 1st Jan 2008 21:47
Does anyone know of a way to create a "monster closet"? Monster closets are what monsters appear out of to surprise the player. Doom 3 used them to great effect. I figure I can use Buttercutter to create a destroyable wall, but I need it to be destroyed by an enemy when the player gets close to it. I thought about using trigger zones. However, I do not know if that would work. Ideas, please.

You know your code sucks when it does what you want before you know what you want.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 1st Jan 2008 22:14
...sure. Use trigger zones to spawn monsters as needed.

By right-clicking on the trigger zone, you can finely position it, much like an entity, and place it exactly where you want the player to be, when a monster is spawned.

You can have a monster appear right in the player's face, or creep up immediately behind, for an ambush.

Ambush from behind is most effective, because the player has already been lulled into a sense of false security...he/she has already seen the area directly behind them, and hasn't seen anything.

Fine tune the trigger zone technique. You'll come up with a way to scare the stuffing out of even the most confident player.


Widow 13 - Coming Spring 2008
protoborg
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: Somewhere in this reality
Posted: 3rd Jan 2008 03:52
That is not quite what I had in mind. I want the monster to spawn inside a single segment room. the player will be walking down the hall. When the player gets to the segment the monster is next to, the monster will break through the wall and attack the player. The wall will be breakable thanks to Butters' Buttercutter. My question is how do I force the monster to break through the wall?

You know your code sucks when it does what you want before you know what you want.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 3rd Jan 2008 04:00
...anything short of a custom animation, that incorporates breaking through a wall within it, I don't believe you can get an entity to behave that way.

You could use a trigger zone to simultaneously spawn the monster and destroy the wall entity. That might yield a convincing result.


Widow 13 - Coming Spring 2008
protoborg
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: Somewhere in this reality
Posted: 3rd Jan 2008 04:16
What would I need to do to destroy the entity? Would I simply activate the destroy script or would it be more involved?

You know your code sucks when it does what you want before you know what you want.
Seth Black
FPSC Reloaded TGC Backer
19
Years of Service
User Offline
Joined: 22nd Feb 2005
Location: Pittsburgh, PA
Posted: 3rd Jan 2008 04:34 Edited at: 3rd Jan 2008 04:37
...place this as the MAIN SCRIPT for the wall entity.




Widow 13 - Coming Spring 2008
protoborg
17
Years of Service
User Offline
Joined: 2nd Jul 2007
Location: Somewhere in this reality
Posted: 3rd Jan 2008 05:22
Thanks, SB.

You know your code sucks when it does what you want before you know what you want.

Login to post a reply

Server time is: 2024-11-27 21:29:12
Your offset time is: 2024-11-27 21:29:12