Neon Posted September 6, 2008 In doombuilder, zdoom(doom in hexen format), how can I alert all monsters on the map? I want them to all move towards the player. 0 Share this post Link to post
EarthQuake Posted September 7, 2008 You could try making the monsters so they can hear you, but you'd be required to shoot to wake them up. You can also try Thing_Hate, but you would have to tag all monsters that will be affected. 0 Share this post Link to post
Graf Zahl Posted September 7, 2008 You can call NoiseAlert in an ENTER script but of course, if you want them all to wake up simultaneously you have to make sure that map spots with the correct tid are placed everywhere. 0 Share this post Link to post
printz Posted September 7, 2008 In plain Doom, with Dehacked, you can make all monsters become aware of player's presence after the first shot, regardless of position. To do so, make the Initial frames lead to the First moving frames, instead of looping back. For example, for the trooper frame 175 will point to frame 176 (first moving), not back to 174 as it did before. Similarly the sergeant's frame 208 will point to 209, not 207. 0 Share this post Link to post
EarthQuake Posted September 7, 2008 printz said:In plain Doom, with Dehacked, you can make all monsters become aware of player's presence after the first shot, regardless of position. To do so, make the Initial frames lead to the First moving frames, instead of looping back. For example, for the trooper frame 175 will point to frame 176 (first moving), not back to 174 as it did before. Similarly the sergeant's frame 208 will point to 209, not 207. I believe that has weird side effects when playing multiplayer (good for single player though), and different ports interpret this method differently iirc, so you may get weird results across different source ports. 0 Share this post Link to post
esselfortium Posted September 7, 2008 @printz: I'm pretty sure that method can crash the game, due to monsters being able to call A_Chase when they might not have a target yet. 0 Share this post Link to post
Spleen Posted September 7, 2008 You could try Thing_Hate in a global script with thing tag 0, if that doesn't work you'd have to tag everything to do that. 0 Share this post Link to post
printz Posted September 7, 2008 esselfortium said:@printz: I'm pretty sure that method can crash the game, due to monsters being able to call A_Chase when they might not have a target yet. Since you like tweaking while using vanilla Doom too, I might believe you. To be clear, I meant not editing the frame references from the thing table, but editing the next frames from the frame table. Maybe you got it the first time, but for me that method worked. Do you think that it seems to act ok, but after a few tries/levels, the Venetian Blind Crash appears? 0 Share this post Link to post
gkaytaz Posted October 14, 2008 EarthQuake said:You could try making the monsters so they can hear you, but you'd be required to shoot to wake them up. That'll work. Just make sure that you have a start sector where the player has to shoot a switch to open the door (or something to that effect). All monsters will have heard the shot and start moving towards the player. 0 Share this post Link to post
StoneFrog Posted October 14, 2008 Or put barrels in a hall that you have to shoot, or something. 0 Share this post Link to post
Graf Zahl Posted October 14, 2008 Sigh... 9 answers and 8 of them don't give a proper solution. He said 'ZDoom (Doom in Hexen)' which means that any vanilla hacks don't even need to be considered. ZDoom does offer proper means of alerting monsters from a script! 0 Share this post Link to post
StoneFrog Posted October 14, 2008 Isn't there a Doom in Hexen linedef action for alerting monsters? Though I don't know if it gets all of them. 0 Share this post Link to post
Graf Zahl Posted October 14, 2008 StoneFrog said:Isn't there a Doom in Hexen linedef action for alerting monsters? Though I don't know if it gets all of them. Yes, it's called 'NoiseAlert'. If you want to get all monsters in the entire map you have to place some mapspots throughout the map to ensure that the sound gets everywhere. 0 Share this post Link to post