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Re: Arch-viles resurrects enemies while on an upper floor
Posted: Mon Aug 16, 2010 22:00
by Graf Zahl
Compatibility flag with added MAPINFO option like most other compatibility flags. This will have to be backported to ZDoom, too, btw.
I don't really think that this can be handled per 3D floor or other 3D construct, especially when it comes to standard bridge things.
Re: Arch-viles resurrects enemies while on an upper floor
Posted: Mon Aug 16, 2010 22:29
by Gez
Handling 3D midtextures and bridge things as well would be trickier, but not necessarily as easy to justify (they do leave holes through which the arch-vile's magic could pass; after all they're perfectly able to fry you through them while they cannot through a solid 3D floor).
I'm mostly just experimenting with 3D floor logic at the moment. Also working on
this, which is quite tricky in certain setups I've seen in some HPack maps (such as a narrow, vaulted ceiling made as a 3D floor in a corridor -- the rain pillars all get spawned in different sectors with a different slope for the 3D ceiling).
Re: Arch-viles resurrects enemies while on an upper floor
Posted: Tue Aug 17, 2010 14:56
by Cutmanmike
How about an extension to A_VileChase?
Re: Arch-viles resurrects enemies while on an upper floor
Posted: Tue Aug 17, 2010 15:58
by Gez
That's not how I'd like it to behave, honestly.
It'd mean that only new actors would get to choose. Normal arch-viles would either always be able to resurrect through roofs, or never able to do so.
Re: Arch-viles resurrects enemies while on an upper floor
Posted: Tue Nov 02, 2010 21:18
by ktulu315
I think if he can see the monster, he can resurrect, thats good
Re: Arch-viles resurrects enemies while on an upper floor
Posted: Fri Dec 31, 2010 18:09
by Gez
Fixed.