Anubis

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Anubis

Postby Xaser » Thu Sep 04, 2003 3:25 pm

I have found a command called "anubis" that you can activate with the console. When I turn it on, it says "Quake with fear", but I still have no clue what it does. Any help?
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Postby Kappes Buur » Thu Sep 04, 2003 4:15 pm

anubis
Toggles monster fear on and off. Scared monsters will run away from you and attack less frequently
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Postby Bio Hazard » Thu Sep 04, 2003 5:18 pm

how do you "scare" a monster? isint it supposed to go the other way?
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Postby Death Mage » Thu Sep 04, 2003 5:38 pm

Yea, good AI improvement... but really, the creatures in DooM are undead and demons. They don't scare. ;)

Ditto Heretic. Generally just undead and demons. Again, those don't scare.

HeXen, on the other hand, has some creatures that theoretocially could scare. I mean, Etting weren't exactly supposed ot be the brightest of creatures. *ponders using that key in HeXen..*

*runs over to the Wishlist thread*
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Postby Hirogen2 » Fri Sep 05, 2003 6:23 am

If ZDoom supported Unreal1, this feature could be used on the Nali's :P
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Postby Enjay » Fri Sep 05, 2003 9:28 am

I have some dehacked monsters that are set to run away from the player. When I "anubis" the monsters on the level, all the normal monsters run away, but the ones that usually run get a sudden courage boost and come walking up to you (albeit that they harldy ever attack). :)
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Postby Ultraviolet » Fri Sep 05, 2003 9:33 am

Enjay wrote:I have some dehacked monsters that are set to run away from the player
Negative speed value? Do you have to reverse the frames as well so they don't walk backward or do they turn around on their own?

I remember hearing about this a while back, and I remember this being an issue that was mentioned. I just can't remember if it actually turned out to be a problem.
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Postby Cyb » Fri Sep 05, 2003 1:54 pm

mini carmacks!
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Postby Enjay » Fri Sep 05, 2003 4:03 pm

Ultraviolet wrote:Negative speed value? Do you have to reverse the frames as well so they don't walk backward or do they turn around on their own?


You have to reverse the walking sprites otherwise they look like they are "moonwalking" all over the map. Attack, pain and death frames (even if drawn from more than angle 0) are OK because the hack only affects movement and all these frames are played when the monster is standing still.

The only thing that looks a little odd is some of my enemies still have a distant attack. When the turn to face player frame is played, they turn instantly from walking away to facing you. Doesn't look too bad, and you can get round it with an extra frame or two if you want.
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Postby Xaser » Tue Sep 09, 2003 7:46 pm

Wow, cool! So the baddies will do this automatically when Anubis is on?
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Postby Tormentor667 » Wed Sep 10, 2003 5:14 am

Use it for a Pacman TC and the Powerpill feature :D
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Postby Xaser » Wed Sep 10, 2003 6:35 pm

Tormentor667 wrote:Use it for a Pacman TC and the Powerpill feature :D


Hmm... Maybe I'll mention this to Epyo at Doomworld and see if he'll make an updated version of Pacman Doom with that feature. That would rule!
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Postby HotWax » Wed Sep 10, 2003 10:37 pm

Tormentor667 wrote:Use it for a Pacman TC and the Powerpill feature :D


Technically, the ghosts in Pacman don't run away from you when you get a power pill. They all immediately reverse direction, and it seems (though I can't be positive) that while the effect lasts, they simply reverse the normal direction in which their AI would have them go. Because they have limited and varied intelligence, this means that some of them will actually tend to turn towards you MORE often than before.

Just an observation. :)
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