I suspect that this isn't a bug, it's probably something I've forgotten since my editors became rusty, but here goes...
Why can't I properly flag a monster as deaf? I've tried zdoom 63a and 96, both doom2 map format and zdoom-hexen format, and a monster with the deaf flag set can hear a pistol shot and turns to chase the player. Tried a decorate monster too, with the +Ambush flag, same result. Anyone else have this problem???
What's up with deaf monsters?
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I never said that! But 'deaf' isn't really the correct name for this option. The internal 'ambush' comes closer to how they behave.
A 'deaf' (or 'ambushing') monster does wake up when it hears a shot and can see the player. Sight in this context means 360° field of view. The flag just prevents monsters from waking up when they are in a part of the level that can't be seen by the player, that's all.
A 'deaf' (or 'ambushing') monster does wake up when it hears a shot and can see the player. Sight in this context means 360° field of view. The flag just prevents monsters from waking up when they are in a part of the level that can't be seen by the player, that's all.
OK! Thanks Bio Hazard and Graf, all is good now. It works exactly like that, I just needed the monster to be behind a wall and not visible to the player (or player not visible to the monster in 360° context?).
Before the player makes any noise, the deaf monster will not react until the player is within the monster's 180° field of view. The monster will not react to any noise as long as the player is not within 360° fov. After making a noise, the player will get the monster's attention even if the player approaches the monster from behind, the 360° fov "see" of the monster has been activated by the noise.
Before the player makes any noise, the deaf monster will not react until the player is within the monster's 180° field of view. The monster will not react to any noise as long as the player is not within 360° fov. After making a noise, the player will get the monster's attention even if the player approaches the monster from behind, the 360° fov "see" of the monster has been activated by the noise.