Players (voodoo dolls and normal players) are only supposed to pick things up when they (the player) are moving. A completely stationary player standing on a pickup should not collect the item. Even a stationary player having items thrown at him (e.g. a script shooting health bonuses at the player) should not pick up the items unless the player is moving too.corynne wrote:So Voodoo Dolls are supposed to pick up items only when "provoked", or something? They work in 3DGE - they take damage, etc., but I did notice it pick up a medikit (and therefore giving it to the player) when I moved it to the item. So are you saying the Voodoo Doll is spawned in the wrong spot on that map or something? If it can only pick it up when moved and it doesn't start at that point, then that's what I'm assuming. Also, I'm going to *try* and test this with 1.25/1.24 because Voodoo Doll handling was changed twice (with 1.26 and 1.29). Maybe the radius for the BFG pickup is too large and needs to be adjusted.
In this case, when the map starts the voodoo is stationary but standing within the radius of the BFG pickup. Because the voodoo is stationary, he should not pick up the BFG. When the true player activates the switch in the play area of the map, a crushing ceiling behind the voodoo explodes a barrel. The explosion pushes the voodoo slightly. The voodoo is now moving and picks up the BFG. That's how it is meant to work.
The way it is now in 3DGE, the player gets a BFG right from the outset of the map (because the stationary voodoo incorrectly picks up the bfg) and, on deciding to trigger what should be a nice little treat of getting a hidden BFG at the expense of a little damage much later in the map, only gets the damage and no bfg - and the novel way of getting the unseen weapon becomes a trap instead with no plus-side.