wesleyjohnson
Forum Regular
Posts: 677
Registered: 04-09 |
The effects described sound to me like monster momentum.
I suspect all that you want is the switch to use in prboom, but they covered that already (and I hardly can figure those out).
From my memory:
(It was too long ago to remember much more. I think I remember this right.)
Before MBF, monsters had no momentum, they just slowed down the speed they were moving, where speed is the Max speed for the monster from the sprite info tables. This seems to apply to corpses too.
This shows up when monsters move from a slippery sector (ICE) to a normal or sticky sector (LAVA). In Boom it hardly affects them, in MBF they had some momentum. The momentum also has a strong factor in monsters and corpses sliding around, and off ledges. Shooting a corpse just gives it momentum, it has no speed (max speed from sprite info).
Before MBF, a corpse would not slide.
Monster momentum strongly affects monsters running off a ledge.
Too much momentum and they cannot stop (they fall off). It also affects conveyor belts. Ever try to carry a monster off a ledge by a conveyor. Too little momentum and they ignore the conveyor and won't fall off.
I cannot tell you much about the MBF momentum code itself.
Worked on this extensively in DoomLegacy:
DoomLegacy has an option switch to select monster momentum, selecting
( Vanilla, MBF, Legacy ).
** Vanilla has no momentum.
** MBF has the MBF momentum code.
** Legacy gives monsters the same momentum that players use. There are significant code tests dedicated to keeping monsters from sliding off the ledges. MBF does not have such tests which I believe is the reason their monster momentum is weak and incomplete (monsters would run off ledges otherwise).
Don't know what zdoom does for monster momentum.
I am curious as to what info anyone can add to this ?
Monster momentum seems to never get discussed or acknowleged.
Last edited by wesleyjohnson on 08-13-12 at 23:20
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