Advanced Search

Author Topic: Linedef fixes  (Read 3233 times)

0 Members and 1 Guest are viewing this topic.

November 18, 2011, 03:36:49 PM
Read 3233 times

Offline SaviorSword

  • Standard Member

  • Yar har, fiddle dee dee...
  • Date Registered: January 01, 2011, 02:13:30 AM

    • View Profile
Linedef fixes
« on: November 18, 2011, 03:36:49 PM »
As I have already scanned through the IX Pack and AMP. I might as well do the same to the main pk3 for maps that have linedefs that lack the block monster property where its needed.

MM1FIR: They can get stuck in the fire trap areas, but addin' block monsters there shouldn't hurt.
MM2QUI: Although it has no pits, I suggest that ya add block monster so that bots won't run into the beams.
MM3TOP: Spike pit area.
MM4TOA: Waterfall to the pit area.
MM4BRI: One step on the side pit of the map.
MM4DUS: All bots can be crushed. Maybe a linedef on the crusher area wouldn't hurt.
MM6YAM: Conveyer belt sides.
MM6MRX: The outside buildin' with Gyro Attack, one of the side that's close to the main buildin'.
MM7SHA: Spiral staircase area.

I gotta say, I'm surprised to find this many mistakes, but ratio wise this is pk3 that has the least amount of problems. Also I noticed somethin' odd. There's a clank sound whenever the main Freeze Cracker breaks, but I never heard it online.



Last thin', a little shout out to my weapons and items tweak topic. I changed the polls and I want folks that voted to vote again for changes on weapons and such.

November 18, 2011, 05:44:03 PM
Reply #1

Offline ice

  • MM8BDM Extender
  • ***
  • Date Registered: October 05, 2010, 05:09:31 PM

    • View Profile
Re: Linedef fixes
« Reply #1 on: November 18, 2011, 05:44:03 PM »
I think it might be possible for the laser area to have a script that changes the blocking lines like in my battle&chase mod when they fire, but yeah, it also gets annoying when they get lodged in the corridors just waiting to be beamed

Also, there is a blocking line in chargeman's stage that was pointed out a while ago in the back car, what exactly did that one prevent?

December 10, 2011, 12:09:20 AM
Reply #2

Offline CutmanMike

  • Administrator

  • Is it hot in here or is it just zscript?
  • *******
  • Date Registered: December 17, 2008, 12:24:34 PM

    • View Profile
    • https://cutstuff.net
Re: Linedef fixes
« Reply #2 on: December 10, 2011, 12:09:20 AM »
I'll handle the ones that instakill them, not the crushers/beams though.

November 08, 2012, 03:39:11 AM
Reply #3

Offline T's Inventions

  • Standard Member
  • Date Registered: April 08, 2011, 03:01:18 AM

    • View Profile
Re: Linedef fixes
« Reply #3 on: November 08, 2012, 03:39:11 AM »
You might also want to add the block monster flags to some LineDefs in MM3GEM as I think the bots fall in the water pit too often.

November 09, 2012, 04:21:28 PM
Reply #4

Offline SaviorSword

  • Standard Member

  • Yar har, fiddle dee dee...
  • Date Registered: January 01, 2011, 02:13:30 AM

    • View Profile
Re: Linedef fixes
« Reply #4 on: November 09, 2012, 04:21:28 PM »
What a necro dump there. :
If bots fall into a pit and not die, that's not a problem. If they stuck on an unnecessary linedef or fall to their deaths, now that's a problem.

November 09, 2012, 06:31:42 PM
Reply #5

Offline Ukiyama

  • MM8BDM Extender

  • WAAAAAAAAAAAAAAAAA
  • ***
  • Date Registered: August 23, 2011, 07:49:19 PM

    • View Profile
Re: Linedef fixes
« Reply #5 on: November 09, 2012, 06:31:42 PM »
I think I understand why he is suggesting it though, 9 times out of 10 all bots will mindlessly be sitting in that water hole.