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3D floors, slopes and monsters
Posted: Sun Feb 07, 2010 15:10
by The Ultimate DooMer
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)
Re: 3D floors, slopes and monsters
Posted: Sun Feb 07, 2010 16:37
by Logan MTM
[spoiler]

[/spoiler]
Re: 3D floors, slopes and monsters
Posted: Sun Feb 07, 2010 16:39
by The Ultimate DooMer
Try in Hexen

Re: 3D floors, slopes and monsters
Posted: Mon Feb 08, 2010 11:32
by Logan MTM
How could i guess?

Re: 3D floors, slopes and monsters
Posted: Mon Feb 08, 2010 12:07
by Gez
No need to guess with
this.
Re: 3D floors, slopes and monsters
Posted: Wed Aug 11, 2010 19:28
by Gez
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.