Kyka Posted March 15, 2010 Is this possible using ACS. Or any other way? Obviously I am using ZDoom (Doom in Hexen) Format. Sorry if this is basic or if it has been answered elsewhere. I couldn't find an answer either here or on ZDoom wiki if it has. thanks guys :) 0 Share this post Link to post
Gez Posted March 15, 2010 Not as far as I know, no. You can change the blocking flags, and the special and args; but not any other properties, including block sound, hidden/shown/secret, upper/lower unpegging, and so on. 0 Share this post Link to post
Quasar Posted March 15, 2010 Turning it *on* wouldn't do much good anyway, since once sound has propagated, the sectors are marked with an active sound target from then on. You'd have to combine it with a function that does an "inverse" sound propagation to clear sound targets instead of setting them ;) 0 Share this post Link to post
Jodwin Posted March 15, 2010 Quasar said:Turning it *on* wouldn't do much good anyway, since once sound has propagated, the sectors are marked with an active sound target from then on. You'd have to combine it with a function that does an "inverse" sound propagation to clear sound targets instead of setting them ;) It would matter in ZDoom (and since it's for ZDoom, vanilla/Boom doesn't matter. For example, if you teleport an idle, non-deaf monster to a sector where sound has been hear before, it won't activate until it actually hears a sound or sees you - unlike in vanilla/Boom. It's one of those small port differences that could potentially really screw up ambushes if you test your Boom map only in ZDoom (because in the former the monsters would wake up and start chasing you when they shouldn't). 0 Share this post Link to post