by Cherno » Fri Jul 12, 2019 3:17 pm
Ok, after some further testing it seems like the jump to a specified state ("See" by default) is indeed averted, but I still think there is buggy behavior seeing as the alert sound is played as if the monster was alerted.
Code: Select all
class ZombiemanTest : Zombieman replaces Zombieman
{
States
{
Spawn:
POSS AB 10
{
A_LookEx(LOF_NOJUMP,0,0,0,0,"See");//monster doesn't jump to the See state, but plays alert sound constantly.
}
Loop;
}
}
I assume that the workaround is clear the default alertsound and play one manually via PlaySound() when the monster becomes alerted.
Ok, after some further testing it seems like the jump to a specified state ("See" by default) is indeed averted, but I still think there is buggy behavior seeing as the alert sound is played as if the monster was alerted.
[code]
class ZombiemanTest : Zombieman replaces Zombieman
{
States
{
Spawn:
POSS AB 10
{
A_LookEx(LOF_NOJUMP,0,0,0,0,"See");//monster doesn't jump to the See state, but plays alert sound constantly.
}
Loop;
}
}
[/code]
I assume that the workaround is clear the default alertsound and play one manually via PlaySound() when the monster becomes alerted.