Mithran Denizen Posted September 10, 2015 In a map I'm working on, I've run into an issue seemingly similar to that described in this thread. A trap opened by generalized action 24752 (a walkover lowering floor) is being inadvertantly triggered by crossing stray projectiles, both from the player's weapons and from enemy attacks. Here's a small map demonstrating the effect. In PrBoom+/ZDoom/etc, running across the water will lower the pillar as expected. In Eternity, projectiles (whether from the player or from a monster) fired across the water will lower the pillar as well. From what testing I did, both 'one-time' and 'repeatable' triggers are affected. For whatever reason, changing the 'model' flag from 'numeric' to 'trigger' seems to stop this behaviour, however. 0 Share this post Link to post