Very neat. Does this wake up deaf monsters? I can see this being good for maps without a ton of enemies. I can picture someone using this with a thousand monsters wondering why their fps is now 2.
It's a shame it takes gzd 4.4.2. I'm a hold out - still on 4.3.3.
Cool! This is the kind of mod I attempted myself to make some time back, but my extreme lack of zscript skills put that to a halt. One issue I found is when running this with mods* that replace enemies via 'randomspawner' at map start. It seems that this mod runs all its stuff before the randomspawners have a chance to act, so none of the monsters are affected. To go along with that, I would also assume that any monsters spawned after map creation would not be affected, so thus I would have to ask if it's possible to also extend this to affect those as well?
*Edit: More correctly, 'mod', since I haven't tested this with any other's yet. For the record, the mod in question was "RPGVariations".
Cold starts, yeah. Mostly for Hideous Destructor (yeah, I know I know...) as monsters tend to immediately start looking around, meaning that even facing away they can aggro to you within seconds. With how deadly HD monsters are, that can be an instant game over if the player doesn't get the chance to find cover.
Thanks for the add! This is going straight into my autoload now.
00face wrote:I looked all over trying to find a mod like this. Would it be possible to make this Zandro functional?
Zandronum isn't designed for this kind of scripting. If this is even possible, it would require a complete rewrite of the mod. I think it's easier to turn monsters away by manually editing maps than to make a Zandronum version.
I think i found a bug that was not documented as it is a bit of a weird encounter.
If you pick the option of killing the enemies at start, whatever type they were will not be able to spawn if more are incoming later. For example you can test this out by summoning the same type of zombie from console and they will just die.