Damagesound actor property
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- XutaWoo
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Damagesound actor property
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.
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.
Re: Damagesound actor property
Would it be too hacky to have the monster's blood type emit a sound?
- Cutmanmike
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Re: Damagesound actor property
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.
I can relate to this issue as I have a special playerclass that can't enter a pain state.
Re: Damagesound actor property
How about giving it a limit in [wiki]SNDINFO[/wiki], then?
Last edited by Gez on Thu Jul 29, 2010 3:36 am, edited 1 time in total.
- Graf Zahl
- Lead GZDoom+Raze Developer

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Re: Damagesound actor property
This won't work well for several technical reasons.
Re: Damagesound actor property
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.
- XutaWoo
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Re: Damagesound actor property
May I ask for a few, or atleast, one of them?Graf Zahl wrote:This won't work well for several technical reasons.
It's always fun to see the limitations of the engine when it's something that seems simple.
Re: Damagesound actor property
What about a custom pain state where the monster/player/actor plays the desired sound? I do stuff like that all the time. 
Re: Damagesound actor property
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
This is a completely random and unrelated point, but Zippy's avatar creature thingies with guitars are rocking out at 150 beats per minute.
- Project Shadowcat
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Re: Damagesound actor property
Those aren't guitars, Trance.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.
Re: Damagesound actor property
Well they should be. That'd be a lot cooler.
Anyway, I'll be going now. Sorry to pull the discussion off track.
Anyway, I'll be going now. Sorry to pull the discussion off track.