It seems since I installed the SMC I get an issue happening more often where monsters will be stuck or frozen in place. They'll go through the animations and will fire/attack, but they will be unable to move from the place they were spawned. Any fix to this?
							
						
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Monsters stuck/frozen in place?...
				
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open the autoexec with note pad and look for
reset all the size numbers to "0"Code://///// Monster size adjustments (I do not recommend to go much higher than 150%) set demon_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set demon_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set demon_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set dog_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set dog_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set dog_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set enforcer_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set enforcer_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set enforcer_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set fish_size 3 // 0= monster has original Quake size 1= random size between 100% and 125% 2= random size between 100% and 140% 3= random size between 100% and 150% 4= random size between 100% and 170% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set fish_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set fish_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set hknight_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set hknight_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set hknight_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set knight_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set knight_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set knight_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set ogre_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set ogre_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set ogre_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set shalrath_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set shalrath_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set shalrath_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set shambler_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set shambler_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set shambler_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set soldier_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set soldier_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set soldier_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set tarbaby_size 3 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set tarbaby_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set tarbaby_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set wizard_size 3 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set wizard_size_influenced_health 0 // 0= monster keep its given health values 1= raise monster�s health according to its size set wizard_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size set zombie_size 2 // 0= monster has original Quake size 1= random size between 100% and 115% 2= random size between 100% and 120% 3= random size between 100% and 125% 4= random size between 100% and 133% 5 and more = give monster a specific size: 100% + [value] (Example: a value of '50' makes this monster 150% in size :-) set zombie_size_influenced_attack 0 // 0= monster keep its given attack values 1= raise monster�s attack values according to its size
the map your playing has monsters starting to close to a wall and/or to big to make it throw the doors. this would be my best guess hope that helps.
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I just wanted to say that I have experienced the same type of problem myself... At first, I thought that it was an Easter Egg! I thought that I had activated a secret switch and, as a result, some of the monsters have become frozen!
 I didn't know that this was a glitch from the SMC.
							
						"Through my contact lenses, I have seen them all, I've seen wicked clowns and broken dreams / Crazy men in jumpsuits trying to be extreme and messing around with your computer screen" - Creative Rhyme (03/23/2012)
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Yes, read the included readme.txtOriginally posted by RitzBitz View PostIt seems since I installed the SMC I get an issue happening more often where monsters will be stuck or frozen in place. They'll go through the animations and will fire/attack, but they will be unable to move from the place they were spawned. Any fix to this?
It will tell you exactly what to do.
Hint: (Pay attention to the paragraph that starts with: "!!! ATTENTION !!! :")
Hint 2: (Read point no.4)
+1Originally posted by Spirit View PostYes, uninstall SMC and play Quake instead.
Why should it be a glitch from the SMC ?Originally posted by RL Clown View PostI just wanted to say that I have experienced the same type of problem myself... At first, I thought that it was an Easter Egg! I thought that I had activated a secret switch and, as a result, some of the monsters have become frozen!
 I didn't know that this was a glitch from the SMC.
If you use the SMC correctly, everything will be fine.
*Promised*
							
						
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