Anomalies in the style of S.T.A.L.K.E.R

Sorry, I couldn’t resist. I wanted about lighting, but I began to indulge. Let’s go together…)

Rip and tear, comrades!

And this wish here will happen with the player and monsters (in most cases). The earth will tear and throw. And then about the light. Perhaps I will learn how to make GIFs, but it is better, as I always advise, just to swing the map on the link and look “live”. And here it is: https://yadi.sk/d/k0xrvPWFUCkEFg

  1. Anti-gravitation.

What it does: when entering the trap zone, it tears away from the ground and makes it hang in space, moving by inertia (although, like, there is minimal controllability). If you place objects in this sector at different heights, it will be very atmospheric. And if they can still be moved like a barrel, then…)))

In the sector itself, as shown in the picture by the arrow, we put gravity at zero, and on the lines we hang the Thing Thrust Z hurry, the recommended parameters and ticks – everything is photographed. The monster that got there will flour helplessly in the air. If you do not hang on the line in a hurry, the hitman will simply pass on the ground. You can make gravity in the minus at all. Play around with it.

2. Black hole.

In the center is a fountain of black particles, in order to somehow mark the trap.

Just read what is written in the sectors. These spies work without activation. Specifically this – the wind – moves the player in a certain direction. Directions 4 (north, west, etc.), three power levels. You can run against the wind, but, of course, very slowly. Thus, this trap pulls the player to the center. The equine value of gravity will not allow you to jump, and adjusting the damage in the sector will make the anomaly deadly. I also added 9 Horizon lines around the trap to make it a strange distortion of reality, but that’s not necessary. Just when you fall into such a trap, you can make a spawn of monsters around, and the player will not even understand where he will be shot. There is one drawback: the trap has no effect on monsters. But all the subsequent …

3 . Funnel.

Here, pay attention to the rush of sectors. Scroll is such a rush that moves the texture in a specified direction, and with it the player. But, alas, not a monster. But we have the effect of rolling sand into a funnel. Scroll has 8 directions, not 4, so there are so many sectors. Each outer line when passing through it pushes to the center. It was Thrust Thing. The tag does not need to be indicated, because the action will be performed with the activator, that is, the one who passed the line. The direction of the push – thrust angle – where the flag was turned, there the object will fly. We understand the principle, we adjust each line. Now any monster, like the player, crossing the line, will hit the center. And it will die, because on the internal lines we have Damage Thing. Set the values at your discretion. For example, a strong trust can throw a hitter out of the anomaly, and a weak one will only tickle.

4. Trampoline of Death and Tornado

Scripts are important here, the rest is already intuitive

So, two anomalies of the class “meat grinder”, for the sake of them everything was written. The outer circles are lines with thrust, just like in the previous trap. Internal – 80 Script Execute hurried. Let’s make 2 scripts.

For the first:

script 1 (void) 
{
for (int i=5; i>=0; i--)
{
ThrustThingZ(0, 50, 0, 0);
SetActorAngle (0, GetActorAngle (0) - 0.05);
Delay(10);
ThrustThingZ(0, 150, 1, 0);
Delay(10);
Thing_Damage(0, 20, 0);
SetActorAngle (0, GetActorAngle (0) - 0.05);
}
}

“for” is a loop operator that is limited by a given number of executions. We created the variable i, set it to 5, set the condition “greater than or equal to zero” and put a minus-minus drop-down counter. Now everything that after the curly brackets will be executed 6 times (more, or EQUAL to zero, so zero is also 1 time). By the way, the same thing will happen with this syntax:

for (int i=0; i<6; i++)

Next:

ThrustThingZ(0, 50, 0, 0);

In parentheses: (tid actor – put 0, to what height it will take off – put 50, top or bottom – zero – this is the top, set or add – let it be 0 – set). It is important that set gives motion from scratch of such force as we have established, and add is an additive, it adds energy to the already existing one. Since the monster was already on the ground before falling into the trap, it is the set that is needed.

ThrustThingZ(0, 150, 1, 0);

It’s all the same, but down and with more force/speed.

Thing_Damage(0, 20, 0);

It’s elementary: tid/tag of the subject, the level of damage and the type of damage we do not need. That is, when an individual dies in an anomaly, an inscription will appear from what energy he died. Google Damage types on the zdoom.org, there is a table. The type fits in with either a word or a number.

SetActorAngle (0, GetActorAngle (0) - 0.05);

This thing is more interesting. Allows you to rotate the supostat, or yourself, by a certain number of degrees. The first in parentheses is the tid of the subject, the second – in what direction, more precisely, at what angle it should be rotated (the negative value changes direction), but in this case we take the value of the turn here and now (in parentheses – the test subject’s tid) and subtract from it a little (the number is necessarily with a point) – the hit will twist the hitman clockwise.

What will happen: the trap will be thrown up and hit the ground 6 times, severely muggling. Or fatal. And turning slightly, but it’s not as noticeable as on the next trap:

script 2 (void) {
for (int i=100; i>0; i--)
{
ThrustThingZ(0, 5, 0, 0);
Thing_Damage(0, 1, 0);
SetActorAngle (0, GetActorAngle (0) - 0.05);
}
}

It’s all the same, and as you might have guessed, this tornado trap twists the hitter, taking about 30 CP every second. After taking a hundred, let go until the next touch of the lines with the script. And because of the pushers on the outer circles, the hitter can sausage right and left, which is quite similar to the behavior of anomalies in Stalker.

5. Trains (or give another definition, not the point)

On the right outer circle is a thrust to the center, as always, and the inner lines contain a rush of Forcefield. When you touch such a line, the hitman suffers damage and throws it slightly away from the line. The force field is the same. And if you put on these power fields on projectile impact/crosses, it will play projectiles in you.

On the left trap, each line when passing through it will spawn into a projectile activator-hitter. The map spot from which the said projectile flies is a fountain of blue particles with a tid 10.

Why Spawn Projectile Intercept? You can use Aimed instead, then the projectile will chase you. This same action “predicts” where the hit will be taking into account his speed, because it shoots tuda. But if you are agile and agile, you can be saved.

6. Teleport

What it is: When you go beyond the perimeter, the trap teleports you to one of the points on the map with the specified tids. I used the Action Thing Move because it usually doesn’t know if the endpoint is an actor-teleporter, or if it’s a monster with a tag at all. In order for the teleporter to choose a random one from several points with a different tag, we will write a script that we will hang on each line of the perimeter of the sector:

script 3 (void) { 
Thing_Move(0, Random (101, 110), 0);
}

The script is only then needed so that you can randomize. Syntax: test subject tag, endpoint tag (where we move), whether to remove the teleportation special effect (0 – leave and 1 – remove).

As you can see, instead of the tag itself, we wrote Random (“minimum number”, “maximum number”) – thus an object with a tid between the minimum and maximum inclusive will be selected. That is, if you put from zero to 999, you will be moved anywhere, even into the mouth of the monster. In theory.

Have fun, please!)))

You may be asking why I didn’t think of putting an on projectile crosses on the line to recognize anomalies by firing a rocket at them, for example, or a grenade if the mods (or bolt if you do)? Still as I thought, and it looks cool, but there is one problem. Two to be exact. The train should put a block of shells on the perimeter, do not put activation with a projectile at all on the internal lines. Otherwise, it will shoot endlessly and hang the system. The rest of the things, such as meat grinders, behave coolly, but a BULLET from a pistol or shotgun is perceived by the game as part of the player himself, and a shot at such a trap will make it work for you.

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