It's still not as neat as something like this though:
Code: Select all
MONS C 0 A_AlertMonsters (256, AlertDeaf)
Code: Select all
MONS C 0 A_AlertMonsters (256, AlertDeaf)
You would indeed need a custom Painstate, as for the problem with monsters taking damage ..Enjay wrote:That might work but I reckon it would mean that when you were fighting hordes of monsters, every now and again one would just fall over without being hit due to all his buddies around him throwing out damage. Also, monsters will tend to have lower hitpoints every now and again when you encounter them.
I guess it would also need a custom pain state too to prevent constant yells of pain.
What if it has one health left?Blox wrote:HealThing(1) is the solution, if the monster always entered the special Painstate when being hit.
Because it doesn't matter whenever it's hit once, or ten times in the same tic. It'll still heal the amount of times it gets hit.
Hmmm, yes, that is an important drawback. Even with a very short custom pain state specific to the damage type, the monster will get interrupted. This is irrelevant in the situation that this is designed to cope with (a not yet awake enemy waking due to seeing his buddy die) but it would potentially be a problem when fighting a horde. Every time one of the horde died, they would send out a bunch of sound projectiles and interrupt any other monster in range of the projectiles. This could be a considerable drawback in some games because it could well alter the difficulty of such fights significantly. Indeed, the "sonic grenade" in my Burghead mod uses a very similar system to "stun" enemies with the express purpose of making a fight easier.FDARI wrote:The only remaining problem is that whatever the actor was previously doing, it will now be in its painstate. You can interrupt attacks that way, and when a horde of enemies is aware of you, and you gun down just one of them, that might be an undesirable bonus.
Spoiler: Essentially a feature suggestion