[Not a bug] deaf monsters can still hear me punch...

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Bio Hazard
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deaf monsters can still hear me punch...

Post by Bio Hazard »

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
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Post by cccp_leha »

It's the same as if you shoot a gun.
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Chris
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Post by Chris »

But it's deaf. It's not supposed to alert from sounds (existant or otherwise).
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cccp_leha
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Post by cccp_leha »

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.
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Graf Zahl
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Post by Graf Zahl »

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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Bio Hazard
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Post by Bio Hazard »

im about 72 units away from it and there are 4 sectors between us
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cccp_leha
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Post by cccp_leha »

Hmm, I'm not sure that we are talking about the same thing. In the attached WAD, the imp is flagged "deaf". If you punch without moving, it will awaken.
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Xaser
 
 
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Post by Xaser »

I think how "deaf" monsters work is that if the player fires and there is a direct line of sight between the monster and the player, then the monster wakes up.
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wildweasel
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Post by wildweasel »

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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HotWax
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Post by HotWax »

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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LilWhiteMouse
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Post by LilWhiteMouse »

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.
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Bio Hazard
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Post by Bio Hazard »

LilWhiteMouse wrote:use the PunchDagger from Strife
and how exactly do you do that?

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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Graf Zahl
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Post by Graf Zahl »

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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Bio Hazard
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Post by Bio Hazard »

HotWax wrote:It was this way in regular Doom
so then why do they call it "deaf"? why not "not really deaf"?
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Kate
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Post by Kate »

or "Semi-deaf" like it says in DeHackEd

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