+NOSTEPONACTORS

Moderator: GZDoom Developers

Post Reply
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

+NOSTEPONACTORS

Post by Major Cooke »

Sometimes actors can step up on top of one another, given the proper circumstances. I.e. some monsters could be below an immediate flight of stairs, and if the lower actor is close enough, the one on the higher end can 'step up' on them provided their MaxStepHeight is large enough.

This can be quite annoying especially if the actor on the higher end is quite a bit bigger, and the higher monster could get stuck. Would it be feasible to disable searching for actors to step up on with a flag?
User avatar
Rachael
Posts: 13560
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: +NOSTEPONACTORS

Post by Rachael »

And clearing CANPASS - on either the offending actor, or on the obstacle, is not enough?

If a monster is huge I don't see any reason to pass over it unless you are in a really really tall or a flight-capable level. Even so, the monster itself could probably get an ACTLIKEBRIDGE so that others can still fly over it.
D2JK
Posts: 543
Joined: Sat Aug 30, 2014 8:21 am

Re: +NOSTEPONACTORS

Post by D2JK »

Can't comment on Eruanna's remark, but this might help me fix two annoyances I currently have:

1) Performing airborne kicks often ends up in my player pawn climbing on top of monsters
2) Floating, non-solid monsters gliding towards me usually abruptly climb on top of my player pawn (this makes them suddenly disappear from my FoV until you look almost straight up)
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: +NOSTEPONACTORS

Post by Major Cooke »

@Eruanna: Nope. This is a specific case where it can step up on many actors of many different kinds and that'd break all sorts of stuff.
User avatar
Rachael
Posts: 13560
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her
Contact:

Re: +NOSTEPONACTORS

Post by Rachael »

Sounds like your case, and in addition D2JK's, makes a flag for this a good idea, then, at least in my opinion.
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: +NOSTEPONACTORS

Post by Major Cooke »

Agreed, though ACTLIKEBRIDGE actors could obviously still be an exception.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: +NOSTEPONACTORS

Post by Graf Zahl »

Also note that ACTLIKEBRIDGE has other implications as well (like blocking any sector mover for example)
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: +NOSTEPONACTORS

Post by Graf Zahl »

I had a look and this would come saddled with so many gotchas that I'd rather pass.
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: +NOSTEPONACTORS

Post by Major Cooke »

Since MaxStepHeight is now adjustable, I can deal with just that.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”