[Not a bug] deaf monsters can still hear me punch...
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deaf monsters can still hear me punch...
i set a monster deaf and he still wakes up when i punch behind him... is it supposed to do that?
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cccp_leha wrote:If the monster is in the same sector as the origin of the sound (?) it will wake up. So, if like he said, you come behind a monster and execute any attack, the monster will wake up, deaf or not.
I doubt that very much. But if you come very close to a deaf monster from behind it can see (or shall we say smell) you.
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This brings me to another annoyance - punching will alert monsters the same way that guns do (ie. just a simple swing will alert anybody that isn't deaf in the room, whether it collides or not). I can't remember if this is the Vanilla Doom way or not, but it would be nice to have a compat flag for "Punch alerts monsters".
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It was this way in regular Doom, and it has been pointed out before, as well as the fact that the chainsaw in its ready state does NOT wake up monsters despite the fact that it makes noise. Changing either or both of these would create numerous incompatibilities with existing maps, so thus far Randy has opted not to change the behavior.
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If you want a stealth punch, use the PunchDagger from Strife. It uses the same number of frames as Doom's Fist, so the graphics fit perfectly.
As an added bonus, it's functional with Berserk packs, and frees up the Fist for Dehacking. That's how I added the railgun type weapon to Hellspawn without seemingly replacing a Doom weapon. What the player doesn't know, won't hurt them.
As an added bonus, it's functional with Berserk packs, and frees up the Fist for Dehacking. That's how I added the railgun type weapon to Hellspawn without seemingly replacing a Doom weapon. What the player doesn't know, won't hurt them.
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and how exactly do you do that?LilWhiteMouse wrote:use the PunchDagger from Strife
i know nothing about importing from other games and the tutorials dont seem to teach me right
do i just add the frames and "giveinventory("PunchDagger",1);"
if i do free up the punch frames, i cold add kick (wich wouldnt be stealth but be more powerful
that gives me some more ideas! thanks LWM!
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HotWax wrote:It was this way in regular Doom, and it has been pointed out before, as well as the fact that the chainsaw in its ready state does NOT wake up monsters despite the fact that it makes noise. Changing either or both of these would create numerous incompatibilities with existing maps, so thus far Randy has opted not to change the behavior.
Indeed. Although this could be added as a compatibility option I seriously doubt many people will use it. It just alters Doom gameplay too radically for most.
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