When a monster approaches a drop that it can't navigate, it'll still walk onto a 3D floor positioned above it (as we all know). However, if it approaches a slope that it can't navigate, it will not walk onto a 3D floor positioned above it. (see test wad - left is flatter, right is steeper)
3D floors, slopes and monsters
Moderator: Graf Zahl
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3D floors, slopes and monsters
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Re: 3D floors, slopes and monsters
[spoiler]
[/spoiler]

So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
Please smile when you think of me. My body's gone that's all...
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- Persecution Complex
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- Joined: Tue Nov 08, 2005 23:04
- Location: Industrial Zone
Re: 3D floors, slopes and monsters
Try in Hexen 

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Re: 3D floors, slopes and monsters
How could i guess? 

So as you read this know my friends I'd love to stay with you all.
Please smile when you think of me. My body's gone that's all...
Please smile when you think of me. My body's gone that's all...
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- Developer
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Re: 3D floors, slopes and monsters
No need to guess with this.
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- Developer
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- Joined: Mon Oct 22, 2007 16:47
Re: 3D floors, slopes and monsters
Fixed in r882 by basically copying the 3D floor detection code from AActor::Tick() in the PIT_CheckLine() function, so that the dropoff detection code is aware of extra floors.