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deep water, monsters stuck after explotion

Posted: Mon May 21, 2012 17:40
by simc
GZDoom r1391:

If there's a deep water area (linespecial=160, type=2 swimmable water) and walking monsters in there, a rocket explotion can make the affected monsters "stuck" and unable to move.

The monsters are still actively walking but they don't move or turn around to follow the player or switch to the far attack mode either.

This seems to happen when the player is in the same level with monsters (such as in the same deep water zone). If the rocket is fired from a higher ground above the monsters they won't stuck.


Here's a test level (Doom2, MAP01). Pick up the launcher and try shooting demons with a rocket from the water. Other weapons have no this effect.

With that test level, if I jump on top of a stuck demon, IDMYPOS tells my height=58, 57 or 56. If I jump on top of a free running demon, IDMYPOS tells my height=56 always. Are the monsters left afloat?

Re: deep water, monsters stuck after explotion

Posted: Sat May 26, 2012 0:04
by NeuralStunner
I think the problem is that the explosion throws them upwards, but they don't sink. Which woulod be a ZDoom problem.

Looking at it, it seems that non-player actors in general don't sink, which I'm not sure is intentional/good. :?

Re: deep water, monsters stuck after explotion

Posted: Wed May 30, 2012 21:32
by Graf Zahl
Closed for being a duplicate of a ZDoom report.