Necrogiant
HV September - 14 - 2010 News, Articles3 COMMENTS

This is more advanced tutorial, which will teach you how to configure Painkiller doors. You can find basics tutorials about PainEditor here.

1. How to set the doors

Navigate in fly mode to where you would want the door at in the map. Open the Templates tab and spawn a Slab.CItem under the GamePlay folder in the map.

Pain Editor Doors Pain Editor Doors

Open the Templates tab and spawn an AmbushForPlayer.CBoxes.

Open the properties of the AmbushForPlayer_001 (CBox tab) and under Actions => OnTouch click in the empty space beside <new>, enter Close:Slab_001, 5 and enter Close:Slab_002, 3. Open the properties of the AmbushForPlayer_002 (CBox tab) and under Actions => OnTouch click in the empty space beside <new> and enter Open:Slab_002.

Pain Editor Doors Pain Editor Doors

2. How to create a combination of the doors with checkpoint

Navigate in fly mode to where you would want the door at in the map. Open the Templates tab and spawn a Slab.CItem under the GamePlay folder in the map.

Open the Templates tab and spawn an AmbushForPlayer.CBox.

Pain Editor Doors Pain Editor Doors

Navigate in fly mode to where you would want the monsterspawnpoint at in the map. Open the Templates tab and spawn a MonstersSpawnPoint.CSpawnPoint under the GamePlay folder in the map.

Open the Templates tab and spawn a CheckPoint.CItem under the GamePlay folder in the map.

Pain Editor Doors Pain Editor Doors

Open the properties of the AmbushForPlayer_001 (CBox tab) and under Actions => OnTouch click in the empty space beside <new> and enter Close:Slab_001, 5. Click in the empty space beside <new> again and enter Launch:CheckPoint_001, 5. Under ToLaunch click in the blank space beside <new> and click the arrow and choose your MonsterSpawnPoint.

Go into the properties of the CheckPoint.CItem and change the Frozen option from false to true.

Pain Editor Doors Pain Editor Doors

3. How to change a skin of the doors

Navigate in fly mode to where you would want the door at in the map. Open the Templates tab and spawn a Slab.CItem under the GamePlay folder in the map. Save changes.

Go to the Painkiller/Data/Levels/YOUR_LEVEL/CItem directory. Open with Notepad for example the file Slab_001.CItem. Add there lines:

   o.Mesh = "pCubeShape3"
   o.Pack = "slab_opera.dat"
   o.Appearance = "Opera"

or:

   o.Mesh = "pCubeShape4"
   o.Pack = "slab_prison.dat"
   o.Appearance = "Prison"

Reload game, check how it is looking ingame.

  • greentechb

    ahh good old times 😀 this turorial was very helpful to me, when i started editing pk 🙂

  • HV

    Yeah 😀 I’ve added short intro & something about skins of the doors to this tutorial from the forum :] I think that looks good.

  • This really helped ….in some ways. But how do you create slabs that start the level closed….but then open AFTER you’ve finished killing all monsters in a section? What i’ve found problems with is you want the slab to close off the area when you first start the level or section. So where it says “closed” in the properties for the slab, you mark it as true (the default is false). This has it closed when you first start a level. But then i find it crashing if i try to “Open:slab” if i used the Open:slab,5 command (adding the 5 monsters kill to start that function). Or, it opens the slab as soon as i walk into the ambush for player, instead of waiting until i’ve killed all the beasties. But i want it to remain closed until i’ve killed the beasties.

    I’ve found a couple odd work-arounds, like using “Close:slab” to get it to open again after all the kills, but that seems to create trouble for the next ambush area if i want that same slab to close again behnd me. Am still experimenting there….but it seems my best option is to create another slab to close behind me, instead of the original one.

    Any ideas?

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Painkiller is a first-person shooter game released on April 12, 2004. The game takes place in Purgatory and Hell. The main character is Daniel Garner.