by Spike » Sat May 25, 2019 12:26 pm
entities uses axially aligned boxes.
an axially aligned box on a slope gets further and further off the ground the steeper the slope gets.
walkmove/movetogoal fail the move if the entity is off the ground.
ergo, slopes = bad, and get worse with larger monsters.
If you just want to force it to work anyway, you can set FL_PARTIALGROUND before the walkmove/movetogoal calls. This will make the monster think that its already off the ground and thus won't care too much if the monster ends up off the ground too. Unfortunately, the monster will now quite happily walk off cliffs.
If you want to do things more intelligently, then you're probably going to have to do things very differently. Either using MOVETYPE_WALK and setting up .velocity to do the move for you, or manually using your own calls to tracebox, either option will be a fairly large departure from your existing code however.
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