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>> No.7902472 [View]
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7902472

>>7902390
>>7902383
Correct!
The Ambush flag, sometimes mislabeled the "deaf" flag, makes it so that instead of fully waking up, when a monster hears a weapon fired by the player, it enters an "ambush" state, where its field of view for spotting the player and waking up is expanded to 360 degrees. If such a monster is in a teleport closet, they will be unable to wake up and enter the map!
Interestingly, turning off the ambush flag is NOT the only way to fix this! If for example, you want the Revenants to only wake up once the player has entered the sector with the Archvile inside, you can place sectors connecting the closets to the room, with a middle texture blocking the player's vision. Once they see the player, they wake up and can enter the map, similarly to E4M1, although preferably without American McGee's idiotic wide ass fake wall that you can be shot through.
In Boom, you can ALSO use conveyor belts, this is convenient for cases in which you want the monsters to play their wakeup sound AFTER teleporting in!
However given that the original map's intent seemed to be to wake the Revenants up as soon as a shot is fired in that room, and they likely just got sloppy with Doombuilder's carryover from a previous actor set to ambush, I just changed the flag.
Here's a wad containing just the map, it can be saved into the main file by whoever's in charge now, hopefully this doesn't mess up any compiling or nodes or something idk
https://www.mediafire.com/file/qwddbxa8stmspy1/HFFM_MAP01_EZBUGFIX.wad/file

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