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How to make hanging bodies not block player?


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Ok so when I was mapping before, I thought using a hanging body (NOT the SP_DUDE one) would fit the theme of my map. So i put them right at the start of the playing area, but, when I ran the map to test it in prboom+ the bodies were not allowing the player to transverse past them. But the tag on them said that they were specifically non blocking?. 

 

I also double checked that if i was using the non blocking version only and not the other ones... Interestingly, this problem doesn't seem to occur in gzdoom and zdoom alike. 

 

1.hanging corpse looking down (blocking) 

2.hanging corpse looking down

 

I was using the 2nd one.What gives??? 

Edited by BakedBunForMe

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You fell victim to the infinitely tall actors problem. In more classic ports any object vs. object collision will not perform any z checks so even if that hanging body is far above the player it will still block movement.

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In absence of port-specific features altering behavior (setings->general->compatibility with mapping errors->walk under solid hanging bodies in case of prboom+), thing flag SOLID ("Obstacle" flavor text in whacked4) determines whether something does or does not block player. Not only things labeled as "(blocking)" in Doom Builder's flavor text are SOLID, it just do be like that.

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What is the type number of the thing you're using? Because I can find no such thing as "hanging corpse looking down"; the closest is "hanging torso, looking down" (type 75), which is blocking and correctly identified as such in UDB, and there is no non-blocking version of this thing.

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Just now, Foxpup said:

What is the type number of the thing you're using? Because I can find no such thing as "hanging corpse looking down"; the closest is "hanging torso, looking down" (type 75), which is blocking and correctly identified as such in UDB, and there is no non-blocking version of this thing.

Not having my computer by my side atm. I just brainstormed the closest name that came to my mind. You are right, that thing was type 75. And it showed in my editor that there were two of those with one having (blocking) next to it's name and the other one not. 

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2 minutes ago, BakedBunForMe said:

Not having my computer by my side atm. I just brainstormed the closest name that came to my mind. You are right, that thing was type 75. And it showed in my editor that there were two of those with one having (blocking) next to it's name and the other one not. 

Are you using a resource mod/DeHackEd patch that alters the gore things and/or add new ones? Because there are definitely not blocking and non-blocking versions of this thing in unmodified Doom 2.

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