Pop up spikes

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It's impossible, because Thing Spikes (floor ones) don't have collision.
It is, however, possible to recreate them in 2.0.5, if they come back.
 
It's impossible, because Thing Spikes (floor ones) don't have collision.
It is, however, possible to recreate them in 2.0.5, if they come back.

We can still do spikes. You just need to use solid intangible FOFs to create damage sectors on the tip of spikes, and solid sectors on the non-damaging parts for ceiling and sideways spikes, and you can SOC some noclip spikes, I suppose... Of course, it wont make the spike sound, which is a bit of a problem...
 
That is a question that belongs in editing help, not in the SRB2 DB topic, so I split the posts.

I believe you can make pop up spikes in 2.0. I will try to make an example wad and come back to see if it works.
 
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We can still do spikes. You just need to use solid intangible FOFs to create damage sectors on the tip of spikes, and solid sectors on the non-damaging parts for ceiling and sideways spikes, and you can SOC some noclip spikes, I suppose... Of course, it wont make the spike sound, which is a bit of a problem...

I don't think you understood what I meant.
I was referring to the fact that Thing Spikes can't move up and down like they were able to in v1.09.4. You can make an FOF that quickly moves up and down according at a certain time pattern, with Thing Spikes on top of it. It's under the ground, with a platform, so the Spikes can go up through the ground, but the player can't fall through.
 
Yeah, it's possible. But not super sudden popup spikes. You have to tag an FOF under the floor, so that the FOF will carry the spikes up.
 
For pop-ups, it would work. Otherwise, I've missed the part of the conversatioin that was cut out.

Also, I have been paying attention and I don't know why this went straight into thing spikes.
 
Yeah, it's possible. But not super sudden popup spikes. You have to tag an FOF under the floor, so that the FOF will carry the spikes up.

Yeah, you can! You need to use Timed Linedef Executors to do that. Super-fast floor raise, then wait 75 tics, then super-fast floor lower, etc. This method is meant for sector spikes and can ONLY be done with sector spikes in 1.09.4 (probably the same for 2.0 as well).
 
Something went wrong.

I placed two spikes: one over static part of the bridge, and another over moving part. I pressed the switch to move the bridge up. That's what I got:

 
There is another way of making spikes that would allow you to do what you want. You can create several rows and columns of identical hexagonal sectors, raise their floor height a bit, make smaller sectors inside them, raise their floor height more, and repeat a third time. These spikes look a lot different from traditional spikes, but they are really cool and can move up and down, not just in and out of the floor, but in and out of the ceiling, too.

But there's a downside. These spikes will increase the lag and file size of your WAD.

To get a good example of this kind of spike, check out my 1.09.4 level Marble Zone. The spikes I'm describing are on the undersides of the falling chandeliers in the second half of the level. This method should work just the same in 2.0.
 
Yeah, you can! You need to use Timed Linedef Executors to do that. Super-fast floor raise, then wait 75 tics, then super-fast floor lower, etc. This method is meant for sector spikes and can ONLY be done with sector spikes in 1.09.4 (probably the same for 2.0 as well).
Way to 1-Up me. :P Well that's useful for me to know as well, so...
 
I think I'm going to incorporate this into Mystical Heavens. But is there a way to do it without using line and sector spikes(using thing spikes), cause that baffles me. And is there a way to make them so that when you run over them they pop up instead of before(for the surprise part)?
 
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