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One way Shooting

 
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Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 09, 2004 14:40    Post subject: One way Shooting View user's profile Send private message Reply with quote

Is there any way to make a wall that can be shot through from one side but not the other? I don't think so, but I figured I'd ask just in case someone knows something I don't.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 09, 2004 14:51    Post subject: View user's profile Send private message Reply with quote

I think you could jury-rig a "wall" to block any enemy shots as they passed through... The sectors would look like this:
Code:

Sector 1    |
            |
------------+
Sector 2    |
------------+
            |
Sector 3    |
            |

Sector 2 should be very thin, perhaps arround 2 DFU, but not too thin (I'll explain why). Set the walls of Sectors 3&1 to be triggers, set to go off on an enemy shot (I believe a certain even_mask combination allows for this, if I remember), and then trigger the Flag 3 of the walls of sector 2 to switch to "cannot fire through wall", for a fraction of a second. If done properly, it should allow you to fire through the wall (usually), and stop all enemy shots. If the wall's too thin, though, the enemy shot would pass through both walls on the same frame, and the barrier wouldn't work. I'm not gaurenteeing that this will work, but I think it might.

_________________
Wake up, George Lucas... The Matrix has you..

JJ
Ree-Yees

Joined: 28 Sep 2003

PostPosted: Sep 09, 2004 18:16    Post subject: View user's profile Send private message Reply with quote

It should be possible to create the illusion of such a thing using elevators or adjoins that block the shot from one side and allow it through from the other

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Sep 09, 2004 18:51    Post subject: View user's profile Send private message Reply with quote

I think it was back when Star's End was added to the Hall of Fame. I asked why Mohc doesn't attack immediately when you first see him, and someone said that the adjoin you see him through is initially flagged to be visible in one direction, but not the other. At the time, I didn't think that was possible. Does anyone have that thread archived?

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 09, 2004 18:51    Post subject: View user's profile Send private message Send e-mail Reply with quote

I thought it would be possible to do that by just giving one wall the "cannot fire through wall" flag on one and not the other before adjoining. I know it works with textures.

_________________
I don't think outside the box... I customize it.

Casey Neumiller
Gamorrean

Joined: 24 Sep 2003

PostPosted: Sep 09, 2004 20:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

I don't have that kept anywhere, but it's an easy technique...it's the "No Shooting" technique I used on stormtroopers and BB used abundantly in "Assassination on Nar Shaddaa." It's pretty simple; you give one wall (the wall on the player's side) the correct adjoins; leave the other wall (the wall on the enemy's side) at -1 -1 -1 and you are set.

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Sep 09, 2004 22:24    Post subject: View user's profile Send private message Reply with quote

I had always thought NTK's tactic would work. The timing is tight and would probably need tweaking. I thought of making a force field on an enemy whereby sector 2 walls would be set to block fire, but when the enemy shot in that direction it would cross sector 1, disabling the sector 2 flags, and then sector 2's flags would quickly reset themselves to block incoming fire.

Enemy is behind sector_1, with sector_2 beyond.

item: sector name: sector _1
class: elevator move_floor
event_mask: ? (shoot)
entity_mask: ? (enemy shots)
speed: 0
stop: 0 hold
message: 0 sector_2 goto stop 1
stop: 1 hold
message: 1 sector_2 goto stop 1
sound: 1 0
sound: 2 0
sound: 3 0


item: sector name: sector_2
class: elevator move_floor
event_mask: 0
speed: 0
stop: 0 hold
message: 0 sector_2(0) set_bits 3 8
stop: 1 0.2
message: 1 sector_2(0) clear_bits 3 8
sound: 1 0
sound: 2 0
sound: 3 0

I'm sure my INF is sloppy...

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 10, 2004 14:27    Post subject: View user's profile Send private message Reply with quote

I do think Pat's would be easier to work with than the idea I suggested... However, it reminded me that (in my technique) the walls the block the shots should also have triggers to reset the switches when shot, thus making cleaner timing.

Casey's is obviously simple (and it works), though it makes it so the player cannot get to the other side of the wall, which I don't think is what Scape Goat had in mind.

_________________
Wake up, George Lucas... The Matrix has you..

Scape Goat
Dark Trooper Phase 2

Joined: 23 Sep 2003

PostPosted: Sep 10, 2004 20:47    Post subject: View user's profile Send private message Reply with quote

Putting -1s on one side of the wall managed to accomplish exactly what I was looking for. I'd though of that, but assumed it wouldn't work for various reasons.

Shows what I know... Anyway, thanks for the help.

Casey Neumiller
Gamorrean

Joined: 24 Sep 2003

PostPosted: Sep 10, 2004 20:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

...my post was about why the Phase III DT didn't attack you in Stars' End...

Patrick Haslow
Trandoshan

Joined: 25 Sep 2003

PostPosted: Sep 11, 2004 23:19    Post subject: View user's profile Send private message Reply with quote

Right, CN, your analysis was correct. It's cool to know that someone is finally implementing this effect. I always wanted to see it in action but couldn't think of a reason to include it in my work, and I have little interest in demos...so, COOL.

Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Sep 13, 2004 16:22    Post subject: View user's profile Send private message Reply with quote

Patrick Haslow wrote:
It's cool to know that someone is finally implementing this effect. I always wanted to see it in action but couldn't think of a reason to include it in my work, and I have little interest in demos...so, COOL.


Same here; in a mission where the player is a Rebel Agent, there's no need to stop the stormies from firing at you, or something like that.

As for my idea, I had been thinking of a wall that was see-through on both sides, but only one side could fire through it. Silly me.

_________________
Wake up, George Lucas... The Matrix has you..

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