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Ricocheting bullets?

Posted: Wed Apr 14, 2004 1:17 pm
by Apothem
ive seen it done before but how do you make bullets, when they hit the wall, play a sfx (ie ricocet)?

Posted: Wed Apr 14, 2004 2:20 pm
by Cutmanmike
You'll need something like this in your SNDINFO lump
// Bullet richoches
$random puff/ric { puff/ric1 puff/ric2 puff/ric3 puff/ric4}
puff/ric1 dsric1
puff/ric2 dsric2
puff/ric3 dsric3
puff/ric4 dsric4
Dsric1-4 being your ricochette sounds. although you can just have one if you want

And after that you'll need to change the alert sound of the bullet buff in DEHACKED lump.

Thing 38 (Bullet Puff)
Alert sound = puff/ric
Attack sound = puff/ric

Re: Ricocheting bullets?

Posted: Wed Apr 14, 2004 3:42 pm
by Enjay
randy wrote:If you give a bullet puff a see sound, that sound will be played when an actor is hit. If you give it an attack sound, then that sound will be played when something else is hit. The puffs in Heretic and Hexen take advantage of this.
I personally prefer an older dehacked/bex method. Give the bullet puffs a pain sound, then give one of the frames in the puff sequence a pain pointer. If you pick the right frame, you can also make it so that puffs generated by the fist (which do not use all the puff frames) do not make Rick O'shea noises. You can also give blood splats a "body hit" noise using a similar method.

The only downside to this is that the Revenant rocket trail for the homing rockets will also make the ricochet noise. I personally don't mind this, and also use the same method to give the rocket a "homing noise" to semi-obliterate the ricochet sounds.

I think I used all these effects in my "Marine Assault" wad.