[Fixed] "kill monsters" doesn't always work

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Postby HotWax » Sun Jan 11, 2004 1:36 pm

giest118 wrote:Why do you need the explosion anyway? Isn't just having the monsters dead good enough for you?


It's tradition. Typing "kill monsters" and hearing all the monsters go SPLAT is more satisfying than just watching them drop to the ground anyway.

Besides, many monsters who don't have explode deaths die just as violently:

- Pain Elementals explode
- Mancubii fall to pieces
- Cyberdemons blow up
- Spidermasterminds blow up, fall over, and THEN sink into the swamp! (errrr... wait)

It would just be silly to have these violent deaths accompanied by a zombie moaning and laying down.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby Graf Zahl » Sun Jan 11, 2004 2:34 pm

A massacre without the splattering would only be half as good. I hace to agree that it's just more satisfying the way it is now.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby cccp_leha » Sun Jan 11, 2004 2:46 pm

Out of curiosity, does "mdk" do locally the same thing that "kill monsters" does globally?
User avatar
cccp_leha
Words are silver; silence is gold... so stfu.
 
Joined: 16 Jul 2003
Location: NJ, USA

Postby Bio Hazard » Sun Jan 11, 2004 2:58 pm

cccp_leha wrote:Out of curiosity, does "mdk" do locally the same thing that "kill monsters" does globally?


i think so because ive had to mdk something twice before
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby Graf Zahl » Sun Jan 11, 2004 4:22 pm

Bio Hazard wrote:
cccp_leha wrote:Out of curiosity, does "mdk" do locally the same thing that "kill monsters" does globally?


i think so because ive had to mdk something twice before



Yes, 10000 damage points.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby Matt » Sun Jan 11, 2004 6:13 pm

Where can I get this Claustrophobia thingy? A quick Google query only brings up a deathmatch wad...
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Postby SargeBaldy » Sun Jan 11, 2004 6:51 pm

http://www.doomworld.com/idgames/index.php?id=12364

on a related note, using "kill monsters" kills d'sparil's rider form but not his second. intentional or not?
User avatar
SargeBaldy
my password is grapefruit6
 
Joined: 15 Jul 2003
Location: Oregon

Postby HotWax » Sun Jan 11, 2004 8:15 pm

That could go either way. As the intention of kill monsters is to eliminate all the bad guys on the level, you could argue that it should kill any monsters spawned by the original monsters' deaths. On the other hand, that might be more difficult than it sounds, having to account for every script that gets fired off when each monster dies and preventing/killing any spawns that are supposed to occur. As it stands though, ZDoom does things both ways; it lets the second form of d'sparil spawn, but doesn't let lost souls spawn when a PE is killed.
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby David Ferstat » Mon Jan 12, 2004 12:29 am

A command called "kill monsters" should do just that; it should, for all monsters, set health to zero, not remove a fixed amount of health.

If we can't change "kill monsters", we need a new command, perhaps "really kill monsters" that <i>does</i> really kill them.
User avatar
David Ferstat
Oh dear, I think you'll find reality is on the blink again.
 
Joined: 16 Jul 2003
Location: Perth, Western Australia

Postby Bio Hazard » Mon Jan 12, 2004 12:55 am

-nomonsters
User avatar
Bio Hazard
Lord of the Lord of Nitpicking.
 
Joined: 15 Aug 2003
Location: ferret ~/C/ZDL $

Postby Eevee » Mon Jan 12, 2004 1:48 am

David Ferstat wrote:If we can't change "kill monsters", we need a new command, perhaps "really kill monsters" that <i>does</i> really kill them.

Isn't typing "kill monsters[Enter]" followed by ~, up, Enter faster than typing "really kill monsters[Enter]"? Or at least fairly easy? o.o
User avatar
Eevee
wow, i'm still here!
 
Joined: 16 Jul 2003

Postby Graf Zahl » Mon Jan 12, 2004 4:52 am

Is there really such a need for this? Generally 'kill monsters' is merely a cheat which could easily be entered several times. Although it can be called from a script (or as death action by a few monsters) these are much more controlled situation where the mapper can ensure him/herself that all monsters are dead. Just fix it so ultra-strong monsters get killed, too, and leave it there.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Postby David Ferstat » Mon Jan 12, 2004 8:17 am

Eevee wrote:
David Ferstat wrote:If we can't change "kill monsters", we need a new command, perhaps "really kill monsters" that <i>does</i> really kill them.

Isn't typing "kill monsters[Enter]" followed by ~, up, Enter faster than typing "really kill monsters[Enter]"? Or at least fairly easy? o.o


Certainly it's faster. But we still have the problem that "kill monsters" doesn't perform as advertised. It doesn't kill all monsters. It actually removes 10000 hp from all non-dormant monsters, hoping, of course, that there are no monsters with hp exceeding that number.

A better logic would be like this:

For all actors from TID 1 to end
... if actor is monster
...... set hp to zero


That's why I'd prefer to correct "kill monsters".

I only suggested "really kill monsters" as a command title if we couldn't get it fixed.

If you can think of a better name for the command that kills all monsters (and I'm sure most people can, as I think mine's pretty clunky) then, please, make suggest away.
User avatar
David Ferstat
Oh dear, I think you'll find reality is on the blink again.
 
Joined: 16 Jul 2003
Location: Perth, Western Australia

Postby HotWax » Mon Jan 12, 2004 8:22 am

Setting the HP to 0 wouldn't kill the monsters, certainly wouldn't splatter the monsters if it DID kill them, and would allow Lost Souls, the second form of D'sparil and others like him, and any monsters that spawn as the result of ACS specials on killed monsters, to spawn into the game, thereby not technically killing all monsters. (There will still be some on the level after the command is used, although admittedly none of the ones that were there at the time the command was executed...)
User avatar
HotWax
Do what you must, and pay the price later.
 
Joined: 18 Jul 2003
Location: Idaho Falls, ID

Postby randi » Mon Jan 12, 2004 3:38 pm

Fixed.
User avatar
randi
Site Admin
 
Joined: 09 Jul 2003

PreviousNext

Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 0 guests