Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • 0

vanilla teleport trap: prevent telefragging of monsters?


Hi all, I am making a vanilla map with several teleport traps that dump lots of monsters vert fast on triggering. I have noticed that fairly often, the monsters will be telefragged if the one on the teleport exit location does not move away fast enough. The only workaround I can think of is choke the monster closets, but that won't really work for what I am trying to do.


Is there any way to block the teleport source until the destination is free?


The closets are linked but separated sector 'parts' with W1 linedef triggers to open the trap doors, and each closet door linedef is split up so multiple tagged sectors can be defined for each trap. Target sectors have one tele destination each, and there are quite a few monsters trying to cross the lines once the trap door opens.


FYI, The WIP map is here, and the teletarget that seems to exhibit this the most is at (+2800,+480) map units. It is triggered by lines centred on (+2240, +224)

Share this post

Link to post

2 answers to this question

Recommended Posts

  • 0

That worked! Thank you.


Why is this? What is it about MAP30 that has this difference?


EDIT: Don't worry - found it.

Share this post

Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now