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NinjaLiquidator

I want monsters to be NOT able to telefrag each other in PrBoom

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PrBoom 2.5.1.4. I am solving compatibility of my maps with PrBoom, but while in normal Zdoom they dont telefrag themselves (which makes maps fairly hard), in PrBoom they do (so it fucks up all the difficutly). I believe this is just port-related thing. So where in options I have to disable this?

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Use a floor pusher or wind effect that throws the monster off the destination point as fast as possible? (off the top of my head, untested)

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Are you making Map30? That's the only slot where the monsters are allowed to telefrag each other and it can't be changed.

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MAP30 allowing monster telefrags is good ol' vanilla Doom 2 behavior, to make the final boss's spawn cubes work sanely. It's a bit unfortunate that it's hardcoded, but that's how it is. :(

 

[mumble grumble UMAPINFO :P ]

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2 hours ago, Xaser said:

MAP30 allowing monster telefrags is good ol' vanilla Doom 2 behavior, to make the final boss's spawn cubes work sanely. It's a bit unfortunate that it's hardcoded, but that's how it is. :(

 

[mumble grumble UMAPINFO :P ]

Surprisingly, this doesn't appear to be a UMAPINFO flag yet.

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12 hours ago, Xaser said:

MAP30 allowing monster telefrags is good ol' vanilla Doom 2 behavior, to make the final boss's spawn cubes work sanely. It's a bit unfortunate that it's hardcoded, but that's how it is. :(

 

[mumble grumble UMAPINFO :P ]

What the hell? You know, MBF lets you disable MAP30 telefragging unless it's from spawn cubes. And it can be configured in PWADs to always work like that, by using OPTIONS. Now if only PrBoom+ had support for OPTIONS just like MBF which it claims to support, this wouldn't have been a problem. No real need for UMAPINFO when it's all about a missing feature.

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