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JamesBone

Doom 2 Monsters Activating Switches?

Question

This past week, I was on vacation, and decided to use that time to work on maps for BLIGHT II. I'm using some of the same techniques such as the Skull and Heart switches. But right off the bat, I have enemies triggering them from either walking into them, of firing at them (I can't tell), but its definitely triggering. I had to put linedefs up that blocked monsters. 

Is Doom 2 monsters behavior different than that of Doom? Or, is it the map format? In BLIGHT, I was using "Boom Doom format", now I'm using "MBF21 Doom 2 format", so I don't know if that made a difference or not. Just picking the heads of some mightier Doom devs out there for some insight.

Edit: looks like changing the map type still produced the same results. Hell Knights for example can trigger a heart, but an imp can't.

Edited by JamesBone

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2 minutes ago, JamesBone said:

I didn't even see any option for that according to the line definition properties

One thing to note about generalized line actions is that setting the 'model' field to 'numeric' allows monster activation. There are some caveats to this, but considering the generalized floor action 24802 in your screenshot is of the numeric kind, it's a possible culprit.

 

You can read more about it in the HTML Boom reference (you can search for "generalized floors (8192 types)" to find the right spot, or go to Section 13 and scroll down a bit).

 

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Some Generalized actions do allow monster activation, and monster activation doesn't care about switches or walkthrough, if monsters can activate it, they can.

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23 hours ago, JamesBone said:

With that said, does the new released KEX engine versions of Doom just include the all the .wad files. I don't care to play the game through their system. I just want to use them for my own needs.

This is a question that is very easily answered by merely remembering we have a Doom Wiki at DoomWiki.org:

https://doomwiki.org/wiki/Doom_%2B_Doom_II#Included_files

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Look at the actions again. You probably set an option to allow monsters to use them.

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8 hours ago, Stabbey said:

Look at the actions again. You probably set an option to allow monsters to use them.

I didn't even see any option for that according to the line definition properties

image.png.903b1f4edd0fde9ed4d771b341e78454.png

Also, the Linedefs are SR and S1, now Walk. So that would not make sense. But I can confirm it was Barons and Hell Knights that triggered the switch as they are the only enemies in the room, and I can I see the switch change. Interesting enough, I changed out the doom2.wad file, and it appears that their actions are different. They trigger the switch. I don't know which version of Doom 2 I'm using though, as both are named the same.

With that said, does the new released KEX engine versions of Doom just include the all the .wad files. I don't care to play the game through their system. I just want to use them for my own needs.

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More than likely it is. Though an oversight that was a mistake. It should have been trigger, but with it being pass use on, I'm sure that is causing the second line to get triggered as well. I like learning something new, especially now that my mind is wondering how I can take advantage of this. 

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Okay I guess the answer was yes.

Edited by Stabbey : deleted

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37 minutes ago, Gez said:

This is a question that is very easily answered by merely remembering we have a Doom Wiki at DoomWiki.org:

https://doomwiki.org/wiki/Doom_%2B_Doom_II#Included_files

Well that does answer the question, just don't assume I didn't remember the Wiki, or do a search. Sometimes the answer doesn't show up if you don't ask the right question. My apologies, but much appreciated. Thank you.

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