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Dumbguard *gasps*
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Zombie_Plan
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PostPosted: Sat Dec 03, 2005 1:53 am
   Subject: Dumbguard *gasps*
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Shockhorror!

A topic rarely talked about. The unusual floor code is rarely used, but why? It can be a fairly useful tool, when used to the advantage of the mapmaker.

*First off, why is it spat upon? It has been said to make the game unrealistic, one arguement being that 'hitler would not have hired deaf guards; they are not part of the 'perfect race' he invisioned'. Others are skeptical of the bug it has when placed against doors; the door disappears, leaving simply an invisble forcefield in it's wake.

Ambushing. Thats the actual use of dumbguard. Because most intelligent mapmakers know this, I'll keep this short. Dumbguards actual use was for guards to hide, and attack when they saw you, thus surprising you. This stopped players simply creating noise to force guards out.

Now onto the bug. I personally found this the thing that makes dumbguard (pardon my french) utter shit. However, My brother decided to start a conversation (arguement) on this before, and he pointed out that the bug is useful for when you want an area unreachable. Sort of like, an outdoor scene, without the player being able to get there, forcing him to explore the castle that's meant to be. Most people do this in mods with columns or plants, but the invisible forcefield is a great tool for this. He proceeded to point out alot of modern games do this as well.

So, what are other peoples views on this? I'm interested.

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PostPosted: Sat Dec 03, 2005 2:19 am
   Subject: Re: Dumbguard *gasps*
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Last edited by Thomas on Thu May 26, 2011 9:00 am; edited 1 time in total
Zombie_Plan
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PostPosted: Sat Dec 03, 2005 2:22 am
   Subject: Re: Dumbguard *gasps*
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Thomas wrote:
Isn't it called 'deaf guard' Laughing ...or of somewhat I also heard dumb guard before..hmm..

Well, I like that code, cause when you come to a big room, the action's getting a little lost when everybody is alarmed. If just someone's alarmed, then it's ok. When you kill them, and go for some health, it could be a little tricky if suddenly an officer screamt "SPION" right in to you, while you're coughing blood. Very Happy

Also, it's useful in big hallways, when you "Run & Shoot" it's not cool if everybody's alarmed there either. It's so much better when there's more "deafguardness" in it. Laughing

Thomas.


But its unrealistic.

*OH! A gunshot, well, it's probably nothing, we'll just send Jim to look. Oh well, Jim's dead, we'll just send another. Ignore all the noises*

Guards wont ignore the noises, guards are there to GUARD. If you make noise, they are supposed to be alarmed, otherwise they'd have dumbguard permanently coded into them, like bosses.

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PostPosted: Sat Dec 03, 2005 2:25 am
   Subject: Re: Dumbguard *gasps*
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Last edited by Thomas on Thu May 26, 2011 9:00 am; edited 1 time in total
Zombie_Plan
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PostPosted: Sat Dec 03, 2005 2:29 am
   Subject: Re: Dumbguard *gasps*
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Only if they were called in as reinforcements. Why would they hear a noise, but stay...with their backs turned?

If they were actually alarmed, but used strategy to send only a few, the leftover ones could also change position to more defensive or something (but that would be coding). What your saying WOULD work...except they have their backs turned. It just doesnt look right.

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Zombieskittles

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PostPosted: Sat Dec 03, 2005 2:31 am
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Last edited by Thomas on Thu May 26, 2011 9:00 am; edited 3 times in total
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PostPosted: Sat Dec 03, 2005 8:13 am
   Subject: Re: Dumbguard *gasps*
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Deaf guards are NOT un-realistic. I take it you haven't watched many war movies or... hmm... lets put it this way. If you go to Britain and see the Queen's guards. The will stand there, not say a thing. Not move an inch. It's part of their orders to stand and not move until someone does something that might endanger the area they are guarding.

I don't think it's far fetched for gaurds to be given orders not to move until such time as someone actually tries to enter an area which they have been given orders to protect.

Anyhow, just my two cents...

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PostPosted: Sat Dec 03, 2005 2:13 pm
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Last edited by Thomas on Wed May 25, 2011 9:55 am; edited 1 time in total
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PostPosted: Sat Feb 25, 2006 10:51 am
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Deaf guards is very realistic. They're the smart ones that wait in ambush, they don't always have there backs turned, usually I have it set so they cover an area that the player is FORCED to walk past, sometimes I give them a choice, and they can go through two areas, one has a deaf guard hiding, but in the other his back is turned. I call it the player snuck up on him! He was waiting for the player but didn't cover his back. BJ is very stealthy.

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