printz wrote:Enjay wrote:printz wrote:Or are you able to push them in ZDoom, like in Doom 3?
If Rex wants to set them up that way, they could be pushable. However, that is easier to achieve with models that are roughly square in plan view because ZDoom uses the underlying actor for collision and all actors are square from the top but these models are rectangular. It's not an insurmountable problem but is does make things fiddlier.
I'm actually going to make them unpushable, much like every other piece of furniture in the mod except for the "lunch room" chairs. The thing one has to be careful with when making objects pushable, is to make sure that the player won't accidentally block him/herself by pushing the object against, say, the ony doorway. Because the "pull" function hasn't yet been incorporated (that's correct, isn't it?) you could push something against the only way out of an area and get stuck inside.
I am using pushable crates (and, yes, I realize the inherently illogical nature of having pushable crates but not pushable furniture), and there's an area where it's necessary for the player to push crates in order to access a secret area. I had to mess around with the options for a long time, because I found that the player could get stuck in there.
Also, as Enjay said, the crates can be made pushable because they have a square plan view, and don't rely on invisible bridge things or invisible 3D sectors to provide blocking.
Finally, if you wish to place other models on top of a given model (e.g., ashtray on top of a credenza), you need to use an invisible 3D sector. This makes the model unpushable.