I did the same experiment with a friendly actor as well as a summoned friendly. This is from a wad that showcases zdoom features, so it wouldn't be because it's a boom-only effect, even though zdoom is boom-compatible?
Are actors and enemy monsters not meant to adhere to slippery/muddy surface physics?
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Re: Are actors and enemy monsters not meant to adhere to slippery/muddy surface physics?
Nah because IIRC, when a monster "moves", it is in actuality just teleporting a very short distance and doesn't adhere to the laws of physics.
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Re: Are actors and enemy monsters not meant to adhere to slippery/muddy surface physics?
There's a compatibility option for monsters being affected by these. Do note however that monster AI is utterly incapable of dealing with those effects, so they'll behave stupidly in areas or high or low friction as well as when there are pusher or puller effects to yeet them around.
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Re: Are actors and enemy monsters not meant to adhere to slippery/muddy surface physics?
Watching these effects in other MBF compatible ports is truly ridiculous.It was a good decision for ZDoom to disable them by default. AFAIK the only one active by default is high friction, but that one makes sense because it removes a disadvantage for players not being able to move fast in such sectors.
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Re: Are actors and enemy monsters not meant to adhere to slippery/muddy surface physics?
Is that meant to be a console command? As I found no difference in setting it to yes. They didn't even behave stupidly, they behaved just like in the vid.Gez wrote: ↑Mon Feb 06, 2023 7:31 am There's a compatibility option for monsters being affected by these. Do note however that monster AI is utterly incapable of dealing with those effects, so they'll behave stupidly in areas or high or low friction as well as when there are pusher or puller effects to yeet them around.
Last edited by invictius on Mon Feb 06, 2023 8:42 am, edited 1 time in total.