Posted: Thu Nov 22, 2012 8:14 pm Post subject: monster telefrag map30
In doom2.exe monsters can telefrag on map30, on other maps they can't. Same on ZD.
In doom2.exe the telefragging monsters on map30 are necessary to avoid sticking monsters spawned by the Boss Cube.
In ZDoomish source ports telefragging monsters and Boss Cube is split.
That means Boss Cube always telefrags even in not map30 maps and telefragging monsters is the Mapinfo keyword "allowmonstertelefrags".
Btw in doom2.exe Boss Cube only works in map30 correctly. In other maps there are no telefrags and sticking monsters, if they spawn at the same place.
Boom-style source ports removed the telefrag feature on map30, because mappers want to use spawning monsters also on map30 (e.g. zof.wad oder epic2.wad).
In ZDaemon in map30 "allowmonstertelefrags" is forced on by the engine. We can remove that in not Doom2 map30 maps, so boom-style pwads will work correctly and Boss Cube telefrag still works.
The only situation in which they are permited to telefrag a player is when they try to teleport in MAP30 of any WAD, because it is needed by the spawn shooter cubes to spawn a new monster, so it will not get stuck inside any other (some source ports allow the player to remove this exception or apply it to all maps) this is also applicable when the map is played on Nightmare difficulty or with the -respawn parameter set.
m30demo.wad: Teleporting monsters in map30 (doom2.exe compatible)
m30demo2.wad: Boss Cube in map01 and map30 (doom2.exe compatible)
m30demo_allowmonstertelefrags.wad: Teleporting monsters in map01 (with Mapinfo allowmonstertelefrags), Teleporting monsters in map02 and map30
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