Damagesound actor property

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: Damagesound actor property

Re: Damagesound actor property

by Trance » Sun Aug 01, 2010 7:36 am

Well they should be. That'd be a lot cooler.

Anyway, I'll be going now. Sorry to pull the discussion off track.

Re: Damagesound actor property

by Project Shadowcat » Sat Jul 31, 2010 7:49 pm

Trance wrote:This is a completely random and unrelated point, but Zippy's avatar creature thingies with guitars are rocking out at 150 beats per minute.
Those aren't guitars, Trance. ;)

Re: Damagesound actor property

by Trance » Sat Jul 31, 2010 7:09 pm

This is a completely random and unrelated point, but Zippy's avatar creature thingies with guitars are rocking out at 150 beats per minute.

Re: Damagesound actor property

by Zippy » Fri Jul 30, 2010 12:34 pm

In Xuta's specific considerations, because of this:
XutaWoo wrote:Say you have a monsters, boss or otherwise, that can't go it's pain state, either because of an uninterruptable attack or just for challenge.

Re: Damagesound actor property

by Ceeb » Fri Jul 30, 2010 12:31 pm

What about a custom pain state where the monster/player/actor plays the desired sound? I do stuff like that all the time. :shrug:

Re: Damagesound actor property

by XutaWoo » Thu Jul 29, 2010 7:36 am

Graf Zahl wrote:This won't work well for several technical reasons.
May I ask for a few, or atleast, one of them?

It's always fun to see the limitations of the engine when it's something that seems simple. :)

Re: Damagesound actor property

by Enjay » Thu Jul 29, 2010 4:30 am

I suppose, on a case by case basis (reasonable for boss fights, I guess) you could use ACS to check the monster's health and compare the health in two consecutive tics repeatedly. If it reduces, play a sound.

Re: Damagesound actor property

by Graf Zahl » Thu Jul 29, 2010 3:36 am

This won't work well for several technical reasons.

Re: Damagesound actor property

by Gez » Thu Jul 29, 2010 3:36 am

How about giving it a limit in [wiki]SNDINFO[/wiki], then?

Re: Damagesound actor property

by Cutmanmike » Thu Jul 29, 2010 3:24 am

The problem with that is, if it's hit with a SSG or whatever the loudness would be * the amount of bullets that hit.

I can relate to this issue as I have a special playerclass that can't enter a pain state.

Re: Damagesound actor property

by Gez » Thu Jul 29, 2010 3:14 am

Would it be too hacky to have the monster's blood type emit a sound?

Damagesound actor property

by XutaWoo » Thu Jul 29, 2010 3:07 am

Basically, if defined, the actor will make this sound when damaged.

And that's pretty much it.

Say you have a monsters, boss or otherwise, that can't go it's pain state, either because of an uninterruptable attack or just for challenge. But now, you can't get any audio cue that you're hitting it; sure, you could listen for the projectile's death sound, but it'll still play that if it hits a wall, and that won't work for ripping projectiles.

It'd probally be a good idea to be able to define the chance of the actor to make the sound, though given the nature of this request, I can't really think up much of a use for that aside for audio aesthetics.

Top