Hellbent Posted June 23, 2000 How do I use the "block sound" flag effectively? For whom does the "block sound" flag block sound? I got monsters roaming long before I want them to be active, opening doors etc. Most monsters I have on deaf, but some can't be on deaf for certain effects I'm going for. Rather, I want them to have hearing once I've entered the area they're in. 0 Share this post Link to post
boris Posted June 23, 2000 AFAIK the gun-fireing sound are completely blocked when there are *two* lines marked sound-blocking between you and the monster. 0 Share this post Link to post
Wildman Posted June 24, 2000 You didn't mention what version of Doom you are using. In the case of ZDoom, you can use the dormant flag to turn monsters off and on. For regular Doom, sounds move in all directions so make sure the sound isn't wrapping around walls. It will also go through windows and doors. I have never really gotten the block sound to work fully in regular Doom. Not sure if it does. 0 Share this post Link to post
bitstate Posted June 24, 2000 boris said:AFAIK the gun-fireing sound are completely blocked when there are *two* lines marked sound-blocking between you and the monster. Yes, I think so too. I.e. you'll have to have a whole sector between the other two's, were all (or the ones facing the other two sectors) linedefs should be set to sound blocking. ----------- | Monster| | | ----------- <- sound blocking line | | ----------- <- sound blocking line | | | Player | ----------- 0 Share this post Link to post
Hellbent Posted June 25, 2000 Thanks for the replies, guys. I'll try those suggestions. I have zdoom - so I'll try the dormant monster thing too. 0 Share this post Link to post
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