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Re: Tour of Duty - Arrival *LONG*
Posted By: GodotDate: 6/29/12 9:47 a.m.

In Response To: Re: Tour of Duty - Arrival *LONG* (PerseusSpartacus)

: Actually, in later games, it's a lot easier, isn't it? As in, set them to
: 'Blind' in the map editor, but not to 'Deaf', that way they can't see you
: at first but they can hear your gunshots. Couldn't this logic have been
: used in M1A1? Or am I missing the point?

In the original game most of the Compilers at the terminals on the first four levels will not respond to the sounds around them. They will only attack if you either shoot them or walk right up to them. The effect is created using glue, glue triggers and super glue. This can be replicated in Aleph One but it's not exactly the same.

Cheers
Hamish

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Pre-2004 Posts


Replies:

Tour of Duty - Arrival *LONG*PerseusSpartacus 6/28/12 5:27 p.m.
     Re: Tour of Duty - Arrival *LONG*Godot 6/29/12 4:36 a.m.
           Re: Tour of Duty - Arrival *LONG*treellama 6/29/12 5:07 a.m.
           Re: Tour of Duty - Arrival *LONG*PerseusSpartacus 6/29/12 8:13 a.m.
                 Re: Tour of Duty - Arrival *LONG*Godot 6/29/12 9:47 a.m.
                       Re: Tour of Duty - Arrival *LONG*PerseusSpartacus 6/29/12 10:15 a.m.
                             Re: Tour of Duty - Arrival *LONG*treellama 6/29/12 10:52 a.m.
           Re: Tour of Duty - Arrival *LONG*Yossarian 7/3/12 12:20 p.m.

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Pre-2004 Posts


 

 

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