Monster +NOCLIP but doesn't cross certain lines?

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Tormentor667
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Monster +NOCLIP but doesn't cross certain lines?

Post by Tormentor667 »

Okay, I need a monster now that is able to walk through walls but that isn't able to walk over certain monster blocking lines. How do I do that?
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Graf Zahl
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Post by Graf Zahl »

You can't. NOCLIP disables all collision checks with walls.
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Post by Ghastly »

+NOBLOCKMAP probably works a little better for that, in that case.
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Post by Tormentor667 »

So, Zahl, is NOBLOCKMAP a solution or is there nothing I can do about this?
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Post by Gez »

Unless you want to put them along with normal monsters, you can use fake walls (two-sided linedefs with the "block player" flag and a midtexture) and your monsters will be able to move in and out of them as if they noclipped. But they'll still be blocked by real walls and by monster-blocking linedefs.

An inconvenient of this method is that hitscans and projectiles will pass through these fake walls too.
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Post by Tormentor667 »

Well, I actually need them in areas were normal monsters and physics are used so that solution won't help me :( Thx though
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Post by HotWax »

You could have ACS check their coords and force them back into the desired region if they stray out of it.

You could possibly do the same with Decorate, but I'm not sure how....
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Post by Gez »

Speaking of ACS... Would it be possible to have along the walls invisible linedefs (action 80, monsters can activate, activated by crossing line/walking over it) that would check the activator's type and, if the right monster type, teleport it silently to a map spot on the other side of the wall?
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Post by Zippy »

I'm not sure you can't explicitly check a monster's type, but if you were to give recognizable TIDs to every monster that needed the behavior...
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Post by HotWax »

There's a [wiki=Getactorclass]sample function[/wiki] on the wiki that demonstrates this, but it assumes that every actor (or at least every class of actor) has its own TID.
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Post by Gez »

Gez wrote:Speaking of ACS... Would it be possible to have along the walls invisible linedefs (action 80, monsters can activate, activated by crossing line/walking over it) that would check the activator's type and, if the right monster type, teleport it silently to a map spot on the other side of the wall?
Rather than ACS, it seems you could have mook monsters using the +TELEPORT flag that doesn't let them activate lines so that they wouldn't be teleported... Still needs confirmation from Randy but it seems to me that's what it would do.

Alternatively, the ceiling effect (again, if it works) could be used here too, this time with the passwall monsters as the ones with +TELEPORT. Walls would just have to actually be sectors with a floor height and ceiling height sufficiently different from the corridor to be an opaque obstacle, but these monsters would be able to pass through.
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Post by MDenham »

Gez wrote:Rather than ACS, it seems you could have mook monsters using the +TELEPORT flag that doesn't let them activate lines so that they wouldn't be teleported... Still needs confirmation from Randy but it seems to me that's what it would do.
The problem is that these monsters are also then indifferent to floor-height changes.

FWIW, +TELEPORT is what was "Semi-no clipping" in Dehacked. More accurately it should be called something like +IGNOREHEIGHTCHANGES, since that's its major effect (and the "doesn't trigger lines" bit is more of a secondary effect for most things).
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