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GZDoom Builder, Alert Monster command


Mad Dal 85

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Hey everyone.

 

I know you must be tired of me asking for help by now. 

 

I am having trouble with the "Alert Monsters" command/action on the GZDoom Builder. All the action and tags are set, but when I test it out, nothing happens. The monsters don't get alerted and teleport in.

 

Any ideas?

 

Thanks

Edited by Mad Dal 85

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13 hours ago, Mad Dal 85 said:

I am having trouble with the "Alert Monsters" command/action on the GZDoom Builder.

 

Yea, that can happen every so often.

 

13 hours ago, Mad Dal 85 said:

All the action and tags are set, but when I test it out, nothing happens.

 

Which actions? Please, be more specific.

 

13 hours ago, Mad Dal 85 said:

The monsters don't get alerted and teleport in.

 

You lost me here.

The monsters don't get alerted and teleport in or The monsters don't get alerted and don't teleport in

 

It is always best to accompany a request for help with a map showing the trouble.

Then the guessing game is avoided.

 

For example, monsters teleport in from another sector of the game area, or from a control sector outside of the game area. Alert monsters are usually line of sight actions, so you might be better served with old fashioned scrolling floors and teleport actions, or stick to strictly scripting with appropriate triggers.

Edited by Kappes Buur

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On 11/4/2019 at 10:53 AM, Mad Dal 85 said:

All the action and tags are set, but when I test it out, nothing happens. The monsters don't get alerted and teleport in.

Possible reasons:

1. The "deaf" flag has accidentally been set for the monsters

2. The sector from which the monsters are supposed to teleport have sound-blocking linedefs. This means the monsters don't get alerted, and they don't move towards the teleporter linedef(s)

3. The teleporter linedefs are unintentionally blocking the monsters

4. The teleporter destination sector is not tall enough to allow the monsters to teleport in

5. The teleport destination sector is not wide enough to allow the monsters to teleport in (e.g., narrow stairs)

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On 11/4/2019 at 5:46 PM, Kappes Buur said:

 

Yea, that can happen every so often.

 

 

Which actions? Please, be more specific.

 

 

You lost me here.

The monsters don't get alerted and teleport in or The monsters don't get alerted and don't teleport in

 

It is always best to accompany a request for help with a map showing the trouble.

Then the guessing game is avoided.

 

For example, monsters teleport in from another sector of the game area, or from a control sector outside of the game area. Alert monsters are usually line of sight actions, so you might be better served with old fashioned scrolling floors and teleport actions, or stick to strictly scripting with appropriate triggers.

 

Sorry. I've set a single sector outside the play area (it cannot be reached unless you use IDCLIP cheat) that has monsters in it set to be alerted when a key is collected, and a teleporter in the same sector with the monsters so the monsters run into the teleporter to ambush you when they are alerted. I've set everything up, the tags, the actions, and even the teleporter, but nothing happens when I test it. 

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7 hours ago, Mad Dal 85 said:

 

Sorry. I've set a single sector outside the play area (it cannot be reached unless you use IDCLIP cheat) that has monsters in it set to be alerted when a key is collected, and a teleporter in the same sector with the monsters so the monsters run into the teleporter to ambush you when they are alerted. I've set everything up, the tags, the actions, and even the teleporter, but nothing happens when I test it. 

 

If you want to go that route, then have a look at, for example, Scythe2 MAP01.

 

But, since you are using Doom in Hexen format or UDMF, it would behoof you to use ACS, with mapspots and spawning monsters at will. See my example below

 

Trites.7z

Edited by Kappes Buur

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