by ant1991331 » Sun Aug 08, 2010 8:42 pm
I found
LOF_NOSOUNDCHECK for A_LookEx
This makes the actor completely deaf, but not quite what I'm after. Although, I could use A_JumpIf(args[4] == 1, "SpawnDeaf") in the Spawn state, and by settings "arg4" in Doom Builder to 1, it will jump. But then, how would he hear that I fire a weapon near him? Perhaps a low maxhear distance could work, since the maps are quite small and they only have a 300-unit attack range.
Another (but kinda silly) idea was to isolate the actor in it's own sector that uses Block Sound linedefs, but I think the latter is more appropriate.
I found
LOF_NOSOUNDCHECK for A_LookEx
This makes the actor completely deaf, but not quite what I'm after. Although, I could use A_JumpIf(args[4] == 1, "SpawnDeaf") in the Spawn state, and by settings "arg4" in Doom Builder to 1, it will jump. But then, how would he hear that I fire a weapon near him? Perhaps a low maxhear distance could work, since the maps are quite small and they only have a 300-unit attack range.
Another (but kinda silly) idea was to isolate the actor in it's own sector that uses Block Sound linedefs, but I think the latter is more appropriate.