According to wiki, actor attacked with PunchDagger "will always be placed, unconditionally, into its pain state if it has one. If the target has a Pain.Dagger state, it will go to this one preferentially to the normal Pain state." It seems to work as described only if the target is not alerted. Otherwise, monsters will go into their standard Pain state with a standard chance. In the attached file I reduced PainChance for AcolyteGray (first type of Acolyte encountered in Strife) and defined Pain.Dagger that makes him invisible for a second. First one or two (depending on difficulty) acolytes now don't react to most dagger hits and when they do, they only enter their normal pain state. Acolyte behind the door does enter Pain.Dagger state on the first hit.
Tested in GZDoom 4.10.0 and 4.11.3 on Windows 10.
DaggerAlert forces pain only on unalerted monsters
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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DaggerAlert forces pain only on unalerted monsters
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daggerpaintest.pk3
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- Posts: 3
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- Preferred Pronouns: He/Him
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Re: DaggerAlert forces pain only on unalerted monsters
Actually probably not a bug, just a misleading description in zdoom wiki. In Strife: Veteran Edition dagger doesn't seem to always cause pain either. And doom wiki says (about the original Strife): "Once any noise has been made, the offending punch alert routine is no longer executed by the game since it assumes most enemies will have already awakened to chase the player".
https://doomwiki.org/wiki/Some_objects_ ... nch_dagger
https://doomwiki.org/wiki/Some_objects_ ... nch_dagger
Last edited by Alexei on Wed Jan 03, 2024 4:08 am, edited 2 times in total.