Closed AureliusGit closed 3 years ago
Thank you for your report!
I'm also still getting a "bad sfx #:0" error. It seems to happen when I set Args3 to 0 for A_MonsterMeleeAttack (the arg that determines what sound is played on hit).
By setting it to 0
you want to achieve that no sound is played at all?
By setting it to 0 you want to achieve that no sound is played at all?
I assumed it to be the correct way, since clearing a sound in DEHACKED means you set it to 0, and DSDA Doom seemed not to mind the notation. According to the MBF21 documentation, the Arg3 for A_MonsterMeleeAttack is an unsigned integer, but there is no specific mention of what value should be considered as "no sound".
Using the 6.1.0 version, it seems that some of the MBF21 flags are still not supported. I have a melee weapon with the +SILENT flag, but still wakes up all monsters in a regular fashion, and a projectile that has the +RIP flag but does not pierce through enemies.
I'm also still getting a "bad sfx #:0" error. It seems to happen when I set Args3 to 0 for A_MonsterMeleeAttack (the arg that determines what sound is played on hit).
Provided is a DEHACKED that:
dehacked.txt