I'm quite prepared to believe that this is user error because the setup for the Death Wyvern is a little complicated. However, I *think* I have set things up correctly according to the Wiki and I have actually seen the same thing happen in Hexen in an unaltered vanilla map. So I think it might be possible that the Death Wyvern can sometimes get an invalid target to navigate to.
This little test map is mostly just an area taken from map12 of Hexen, but modified for Doom2. Sometimes it works just fine, sometimes it doesn't. In fact, initially, before I started messing with it, this map was an exact copy of the relevant area from the Hexen map with all of the same tids and everything and the problem could still occur.
I am also including two save games that should show the Wyvern in a stuck position. Shortly after the map started, the Wyvern flew to this position and got stuck. That's the first save. The second one is from a few moments later after I shot the Wyvern and it went into some sort of weird perpetual pain loop.
Points just to mention, the Wiki states that the first target that the Wyvern has is best if it is something that the Wyvern can attack (like an Ettin in the original Hexen map12). I have tried the linked map both with and without a killable first target. It made no difference to this particular problem - the Wyvern could get stuck with a shootable target as its first node and with a simple map spot (as per the linked example).
There are floating monster blocking lines in the map and the Wyvern does seem to be stuck against one of those. However, without these lines, the Wyvern just flies a bit further north and then gets stuck on a wall instead.
Test map and save files
https://aspectsweb.co.uk/enjay/doom/Tes ... nTest1.zip
Load the PK3 into Doom2 (not Hexen) and use either of the save games to see a stuck Wyvern.
If you want to try to force this to happen from a new game, run forward, pick up the shotgun and shells (the Wyvern will see you and you should hear its wake up scream). Then go back to the player start spot and push yourself against the wall. Listen for the Wyvern's wingbeats and screams and pretty soon, if this is going to happen, they will start to sound like they are always coming from one place because the Wyvern is no longer moving. Like I said, sometimes it gets stuck, sometimes it doesn't but the above procedure seems to get it stuck more often than not whereas running straight out into the arena means that it very rarely gets stuck.
Probably not a bad idea to turn on god mode too. The Wyvern is nasty and the lava is set to do quite a lot of damage as well.
I'm quite prepared to believe that this is user error because the setup for the Death Wyvern is a little complicated. However, I *think* I have set things up correctly according to the Wiki and I have actually seen the same thing happen in Hexen in an unaltered vanilla map. So I think it might be possible that the Death Wyvern can sometimes get an invalid target to navigate to.
This little test map is mostly just an area taken from map12 of Hexen, but modified for Doom2. Sometimes it works just fine, sometimes it doesn't. In fact, initially, before I started messing with it, this map was an exact copy of the relevant area from the Hexen map with all of the same tids and everything and the problem could still occur.
I am also including two save games that should show the Wyvern in a stuck position. Shortly after the map started, the Wyvern flew to this position and got stuck. That's the first save. The second one is from a few moments later after I shot the Wyvern and it went into some sort of weird perpetual pain loop.
Points just to mention, the Wiki states that the first target that the Wyvern has is best if it is something that the Wyvern can attack (like an Ettin in the original Hexen map12). I have tried the linked map both with and without a killable first target. It made no difference to this particular problem - the Wyvern could get stuck with a shootable target as its first node and with a simple map spot (as per the linked example).
There are floating monster blocking lines in the map and the Wyvern does seem to be stuck against one of those. However, without these lines, the Wyvern just flies a bit further north and then gets stuck on a wall instead.
Test map and save files
https://aspectsweb.co.uk/enjay/doom/TestStuff/DragonTest1.zip
Load the PK3 into Doom2 (not Hexen) and use either of the save games to see a stuck Wyvern.
If you want to try to force this to happen from a new game, run forward, pick up the shotgun and shells (the Wyvern will see you and you should hear its wake up scream). Then go back to the player start spot and push yourself against the wall. Listen for the Wyvern's wingbeats and screams and pretty soon, if this is going to happen, they will start to sound like they are always coming from one place because the Wyvern is no longer moving. Like I said, sometimes it gets stuck, sometimes it doesn't but the above procedure seems to get it stuck more often than not whereas running straight out into the arena means that it very rarely gets stuck.
Probably not a bad idea to turn on god mode too. The Wyvern is nasty and the lava is set to do quite a lot of damage as well.