Buu342 Posted November 16, 2014 Hello. I'm currently working on a giant open area boss battle. The boss is huge, and the map has 3 monster spawners and is scattered with monster targets. This quickly became a problem as they could easily telefrag the boss. I tried adding +NOTELEFRAG to the decorate of the boss but skulltag doesn't recognize the flag. I can't put the spawns or targets midair because doom doesn't support it for whatever reason. So, how could I stop the boss from getting telefragged? 0 Share this post Link to post
scifista42 Posted November 16, 2014 First, nobody uses Skulltag nowadays, check Zandronum's latest release. If you want to keep Skulltag actors, no problem, Zandronum comes with skulltag_actors.pk3. Zandronum has added some of newer ZDoom features, but still not all, by far not. If +NOTELEFRAG won't work even in Zandronum, try this:DamageFactor "Telefrag", 0.0BUT, monster spawners (as they work by default) will always spawn a monster, I believe, even if they spawn it inside another monster or object. Consider changing the function of monster spawners, finding some hacky way to not use A_SpawnFly, spawn monsters via SpawnItemEx, or something like that. 0 Share this post Link to post
Foxpup Posted November 17, 2014 Buu342 said:The boss is huge, Which means size restrictions can constrain its movement without affecting smaller monsters. You could put a low ceiling or something around the spawn spots to keep the boss from stepping on them while allowing the spawned monsters to move freely. 0 Share this post Link to post