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cockad Posting Spree!
Joined: 12 Mar 2019
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Posted: Fri Jul 19, 2019 8:30 pm Post subject: Respawning into objects |
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Hi!
I'm not sure whether this is a bug or it is considered to be a feature request. When "spawn where died" dmflag is activated, the players can respawn and can get stuck in obstacles or objects.
Can this case be handled the same way as the damaging floors? So if the player was respawned into the object then the program would just teleport them back to the starting point. Thus they can't get stuck and don't need to reconnect either.
Maybe this could be done by giving the stuck player an artiteleport artifact and activating it immediately. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Wed Jul 24, 2019 9:52 pm Post subject: |
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Moved to confirmed.
Here is a demo wad: http://85.214.149.120/demowads/samespawnspot_demo1.wad
The map shows how you can get stuck:
● Ceiling (or floor) moves, you die and respawn. There is not not enough space to spawn.
● You die on a bridge and respawn.
● A thing spawns at the place you died before you respawn and you stuck in a Thing.
If nukage kills you, you spawn on the Player Start (that's correct).
This should also happen if you would spawn in a place you stuck (bug).
Fix: Spawn on the Player Start.
Hint: Use Spawn Where Died (sv_samespawnspot 1). |
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cockad Posting Spree!
Joined: 12 Mar 2019
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Posted: Wed Jul 24, 2019 11:11 pm Post subject: |
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Ceiling (or floor) moves
Does this also refer to the crushing ceilings/floors?
I tested your wad and I can't die at the left switch where the torch appears because the rocket thrusts me away from the torch.
A minor question to this: How can the rockets of the rocket launcher be set so they could hurt the player but wouldn't thrust him?
On the other hand, there is an interesting thing about respawns.
If I go to the lowering ceiling and shoot into the wall (facing towards the wall) I will be definitely thrusted back to the floor in ZDaemon and in ZDoom too. But when I respawn, ZDaemon somehow puts me back from where I shot the rocket and thus I get stuck into the ceiling. But at the same time ZDoom puts me where my body was previously thrusted to. Thus: no getting stuck at all.
The same phenomenon happens at the bridge. When the player is respawned ZDaemon puts him back to the bridge, while in ZDoom you'll be respawned on the normal floor.
So for me it seems that the thrusted deaths have something to do with the respawns. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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cockad Posting Spree!
Joined: 12 Mar 2019
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Posted: Fri Jul 26, 2019 3:19 am Post subject: |
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Yes the sliding can be clearly seen in the bridge demo. Your corpse is thrusted away, though you are respawned into the bridge. |
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Krawa There is a limit
Joined: 23 Nov 2008 Location: #SDA
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Posted: Sat Jul 27, 2019 1:28 pm Post subject: |
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Fixed for 1.10.10. |
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cockad Posting Spree!
Joined: 12 Mar 2019
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Posted: Sun Jan 12, 2020 1:09 pm Post subject: respawn protection :( |
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Hi!
This works as it should, but if the respawn protection is on, then the program won't put you back to the start.
Can it be fixed so that if the respawn protection dmflag is on then program would wait that 2 seconds and decide after that whether you should be placed back to the start or leave you where you were at the moment of your death?
And another bug coming from this: when you die on damaging or instant floors and repsawn protection is on you won't be placed back to the start either. |
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Flambeau Malibeau
Joined: 15 Jun 2017 Location: The Netherlands
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Posted: Sun Jan 12, 2020 2:05 pm Post subject: |
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There are many more situations where respawning at the same place is unwanted. Deathpits is just one of them. What if you die in the path of a projectile spawner (like in some LA maps). You would keep dying.
As you suggested in your original post, giving a artiteleport could be a workaround, which is possible by making a respawn ACS script and give that inventory item. But you would have to be quick to activate it tho |
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cockad Posting Spree!
Joined: 12 Mar 2019
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Posted: Sun Jan 12, 2020 6:40 pm Post subject: |
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Keep dying but you can jump out of their path, though it's not easy.
Quote: | (like in some LA maps) |
But just bear in mind that those maps have been designed for survival gameplay in most cases. Hence, creators didn't have to think of respawn at all.
Quote: | making a respawn ACS script |
But we are talking about dmflags here. Creating ACS scripts is wad specific and not a global zdaemon option that could be applied to any of the wads. |
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