SidDoyle wrote:sycspysycspy wrote:I think there is a faulty with the pistol, I read through you code, every time it done firing it alertMonster(384). I think this should not be there
The silenced pistol is not completely silent. It has a very quiet report which attenuates fairly quickly; the A_AlertMonster(384) causes monsters to recognize that sound if they're close enough. The game would be a little too easy if I made the gun completely quiet.
I wouldn't mind adding a sniper rifle. I might look into that in the near future, along with trying to get monsters to investigate areas.
Firstly, I love you mod a lot, and I have spend quite sometime playing your mod. But I have a few problems I want to address:
1. I assume the 384 is a range, maybe it's a bit too much for A_AlertMonster? In doom2 lv2 my pistol shot at the starting area even alert the enemies around the red key(maybe I did something else?). It's too easy for enemy to be aware of the player's where about and make it hard(especially in the open) to make use of the 10 times preemptive damage multiplier(unaware shot).
2. The enemies do not have "memory" when I hid behind a cover I came out and take a shot then they were aware of me(lose the damage multiplier) then I hid back to the cover(lose line of sight with them) and came out again, they don't know where I was(regain the damage muliplier). The whole thing happened within 1 seconds.
I would suggest something:
1. Lower the alert range for pistol
2. Make the enemies into a "Panic" stat when there is someone shot or bullet landed nearby.
"Panic" enemy will have 3 kind of behaviors:
1) hiding/take cover no matter if they heard the gunshot - coward
2) search specific area when they heard the gunshot, they may also shoot randomly(times and direction) around the player's last firing location but not the player if the player is still remain in the shadow(in another word "out of the detecting range") - brave and have focus/objective
3) search random nearby location when the gunshot is not heard - brave and no focus/Objective
3. "Panic" enemies should also take extra damage
If the enemies are going to search some location, the shot must be outside the specific area to gain the damage bonus
4. Make the covers less efficient by implementing a cool down or something when the player is out of sight, the monsters don't lose the awareness immediately.
5. So the enemy should have 4 stats:
Not alerted(stand still or patrol on a fixed path)
Alerted - Offensive(Panic and start focused or random search should gain detection buff in this stat)
Alerted - Defensive(Panic and start camping)
Discovered (The player is totally exposed to them,they will be chasing and shooting, should also consider to add a detection buff to this stat, when the player disappears they will focus on the last location found until the player expose himself.)
6. Make the night goggle able to indicate the enemy's stat, if Not alerted show a green frame around the enemy or the make the enemy glow in green if the enemies are alerted Camping or not search the player's area indicate as yellow. If they are doing search and the player is inside the searching area, they are indicated as orange. If they have discovered the player they are indicated as red. In summary Green and Yellow enemies should be applied with the damage multiplier.
Hope you can make this mod the mod of the year. Keep up with the good work.