no, you have to also update the monster entry to enable speech, though I think just those two things are sufficient.
no, I’ve been planning on making ‘hunting’ zombies make noise to attract other zombies on purpose.
2a. just had a thought, attacking ants should emit pheremones that attract other ants to attack as well.
3q. if a tree falls in the forest and no one hears it, doe it make a sound?
3a. in dda the answer is no, in reality consult your pineal gland.
So, after checking it out a little, I noticed, that speech is acutally enabled through the “special_attack” line, by adding “PARROT”?
If so, that could be problematic to add to zombies, as they need their special bite attack. Okay, just checked, apparently zombies don’t use their bite as a special attack. Other zombies and monsters do, however, so perhaps there could also be a different way of implementing advanced sound-making for monsters?
Also, the special_frequency for the mi-go is set to 0, yet I hear them talking all the time?
You’re not going to want to use the mi-go speech thing, works for it because it was designed without a special attack, but we obviously don’t want to remove special attacks to get monsters making noise.
Special_frequency is named badly, it should be special_cooldown.