by ChupaReaper » Tue Sep 25, 2007 22:14
This is from the map I made:
radius_quake(6,2*35,0,128,1);
delay(1*35);
thing_destroy(2,0);
Here's what it does: the first line sets a tremble of an intensity (how powerful) of 6 (which is good enough for the likes of a ceiling collapsing!), for 2 seconds (2*35), a damage radius of 0, which means no damage is caused by the quake (thus not effecting the player, or monsters), then a tremour radius of 128 (how far the effect will be, those out of range wont see any tremble), and finally, it effects a mapspot tagged 1. So anything within 128 map pixels of the mapspot tagged 1 will see a tremble, but not get damaged, so make sure the player is within range of the mapspot, the monsters don't even have to be anywhere near the quake, it works more like a camera effect for the player only.
Next is a delay for 1 second.
Then, every monster tagged 2 is killed (with thing_destroy, the second parameter controls gibbed death, 0 = off 1 = on.)
This is from the map I made:
radius_quake(6,2*35,0,128,1);
delay(1*35);
thing_destroy(2,0);
Here's what it does: the first line sets a tremble of an intensity (how powerful) of 6 (which is good enough for the likes of a ceiling collapsing!), for 2 seconds (2*35), a damage radius of 0, which means no damage is caused by the quake (thus not effecting the player, or monsters), then a tremour radius of 128 (how far the effect will be, those out of range wont see any tremble), and finally, it effects a mapspot tagged 1. So anything within 128 map pixels of the mapspot tagged 1 will see a tremble, but not get damaged, so make sure the player is within range of the mapspot, the monsters don't even have to be anywhere near the quake, it works more like a camera effect for the player only.
Next is a delay for 1 second.
Then, every monster tagged 2 is killed (with thing_destroy, the second parameter controls gibbed death, 0 = off 1 = on.)