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Monsters opening fast doors?

 
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soncdoommario
Unstoppable!


Joined: 19 Jun 2004
Location: Attleboro, Massachusetts

PostPosted: Fri Aug 24, 2012 11:17 pm    Post subject: Monsters opening fast doors? Reply with quote

I was playing around in one of my maps on ZDaemon last night and noticed how monsters were opening doors with Action 117 "Door Open Wait Close (Fast)".

Monsters are not supposed to open these kind of doors. I tested this with 1.08.08c and don't know if it was addressed for 1.09.

Here is a test WAD. Just open the door in front of you to get the attention of the Shotgun Guys, close the door manually, and wait a few seconds to see if they open it.

http://www.filedropper.com/fastdoor

If it is just a DMFLAG or something that I'm missing or if I'm missing something else, let me know.

Thanks.

EDIT: Tested on 1.09 b28 in SP mode and reproduced the problem.
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EarthQuake
Wicked Sick!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sat Aug 25, 2012 4:09 am    Post subject: Reply with quote

In Doom format maps, the following types are allowed to be activated by monsters:

1: DR - Open door, wait, then close.
4: W1 - Open door, wait, then close.
88: WR - Lower lift, wait, then rise.
97: WR - Teleport.
39: W1 - Teleport.
126: WR - Teleport monster.
125: W1 - Teleport monster.

Additionally, any linedefs using type 1 cannot be opened by a monster if marked with the "secret" flag. This prevents monsters inside secret areas from revealing the secret by opening the entrance to it.

Now when Boom comes into the picture, things change a bit. There is a flag that can make the generalized linedef actions allow a monster to activate it. Boom does not add any extended linedef types that can be activated by a monster, however. Only the original Doom ones plus the generalized types can be activated by monster.

In Hexen format maps, things are even more flexible where the linedef has its own "monster activated" flag that must be set in order for the monster to trigger whatever action is assigned to the linedef.

So in short, yes, this seems to be a bug.
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Krawa
There is a limit


Joined: 23 Nov 2008
Location: #SDA

PostPosted: Sat Jan 27, 2018 8:20 pm    Post subject: Reply with quote

The bug is still there.

Demo wad (map01 Doom format, map02 Doom in Hexen format):
http://85.214.149.120/demowads/fast_door_demo.wad

Related ZDoom function:
https://zdoom.org/wiki/Door_Raise
Conversions from linedef types

Could it be possible, that ZD ignores the flag "Monsters Activate"?
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Sun Jan 28, 2018 4:15 pm    Post subject: Reply with quote

Fixed. Thanks Krawa.
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GreenchiL
Unstoppable!


Joined: 19 Aug 2011
Location: #FS #Ducks YouTube: Rosh Fragger

PostPosted: Sun Jan 28, 2018 5:25 pm    Post subject: Reply with quote

Kilgore is back bitches!!
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