Monsters stuck with teleport.

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Arch-vile90
Posts: 131
Joined: Tue Jul 01, 2014 4:39 pm
Location: Italy, the place of pizza

Monsters stuck with teleport.

Post by Arch-vile90 »

NOTE:
I already enojyed the normal mod and i working into a conversion of it for BD/PB play it from another point of view ( This versione will not be relased ).

I faced the same problem even in some of my maps, then is not a stronhgold compatibility problem.
Well the issue is very simply: how could i do to preven this?
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Stuck Monsters.jpg
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cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Monsters stuck with teleport.

Post by cocka »

What if you used [wiki]Thing_Hate[/wiki] on the spawned monsters? Or just a simple [wiki]NoiseAlert[/wiki] to make them move?

And then you could use a while/until loop so that the spawning happens only if the SpawnSpot is empty.
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cocka
Posts: 1520
Joined: Sat Jul 02, 2011 7:21 am
Location: Hungary

Re: Monsters stuck with teleport.

Post by cocka »

I made a test wad for you. I made two sectors. The first is only for the player, the second behind the grating is only for the monsters. The grating blocks everything, just to ensure that the monsters can't interact with you.

They just kill each other without telefraggin or spawning themselves over one another. LOL Just watch the show. :mrgreen:
spawntest.wad
(6.41 KiB) Downloaded 19 times
I almost forgot to mention a very important thing here. ActivateOwnDeathSpecials should be there in the MAPINFO, because it ensures that the monsters themselves can "delete" their own TID. Otherwise the activator of their death scripts would be the monster who killed them. But we need the TID of the dead one to delete it. So the loops can ignore them and the UniqueTID can reuse them again.
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