Gez wrote:If you're killed in the middle of a jump, it was by a monster (or another player), not by the world.
Unless you get, say, smashed by a fast-moving polyobject, or shot by a missile from a scripted trap, or just killed directly by script/special (rude!).
Gez wrote:If you're killed by an enemy while jumping above a death pit, it'll make you respawn above the death pit, fall, and die, and it wasn't a death by the world the first time.
Then no, it wasn't the trap causing it, how would there be an exception? Also, you'd respawn at start after dying the second time.
Gez wrote:besides, a trap that makes you telefrag barrels would be "death by actor", not "death by the world"
More to the point: Deaths not caused directly by monsters or other players.
Gez wrote:same for being teleported at a HateTarget point surrounded by 128 cyberdemons scripted to fire at the spot constantly
What non-jokewad even does something like this?
A timer is still going to fail if the trap isn't repeatedly fatal in a short timespan: Damaging floors don't kill you fast enough, death pits don't kill you again at all unless you can get out, and one-shot crushers aren't going to do it either. Your only option is hoping the kill command isn't prohibited by game flags. (Speaking of which, it seems like
kill should force you back to a start spot regardless, as its main use would be to get out of a stuck place.)
Maybe the best solution is to offer some other means for the player to say "no, respawn at start". Barring something waterproof, the only solution to not getting respawned in an inappropriate spot is to not use this DMFlag.
[quote="Gez"]If you're killed in the middle of a jump, it was by a monster (or another player), not by the world.[/quote]Unless you get, say, smashed by a fast-moving polyobject, or shot by a missile from a scripted trap, or just killed directly by script/special (rude!).
[quote="Gez"]If you're killed by an enemy while jumping above a death pit, it'll make you respawn above the death pit, fall, and die, and it wasn't a death by the world the first time.[/quote]Then no, it wasn't the trap causing it, how would there be an exception? Also, you'd respawn at start after dying the second time.
[quote="Gez"]besides, a trap that makes you telefrag barrels would be "death by actor", not "death by the world"[/quote]More to the point: Deaths not caused directly by monsters or other players.
[quote="Gez"]same for being teleported at a HateTarget point surrounded by 128 cyberdemons scripted to fire at the spot constantly[/quote]What non-jokewad even does something like this?
A timer is still going to fail if the trap isn't repeatedly fatal in a short timespan: Damaging floors don't kill you fast enough, death pits don't kill you again at all unless you can get out, and one-shot crushers aren't going to do it either. Your only option is hoping the kill command isn't prohibited by game flags. (Speaking of which, it seems like [i]kill[/i] should force you back to a start spot regardless, as its main use would be to get out of a stuck place.)
Maybe the best solution is to offer some other means for the player to say "no, respawn at start". Barring something waterproof, the only solution to not getting respawned in an inappropriate spot is to not use this DMFlag.