Creatures and Attack sounds: Difference between revisions

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== Attack Sound ==
== Attack Sound ==
For humanoid and creatures we consider that they can use melee or switch weapons. In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound  
For humanoid and creatures we consider that they can use melee or use weapons. In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound  


[[File:PSAnimNotify.png]]
[[File:PSAnimNotify.png]]


 
If you need to enable the attack sound on a creature, you need to add the PSAnimNotifyAttackSound in the attack Montage (not in the attack sequence).
In psAttack::Attack() we create a soundID with this rule:<blockquote>
In psAttack::Attack() we create a soundID with this rule:<blockquote>
if the weapon is melee then use the race: <race>-4
if the weapon is melee then use the race: <race>-4 (because 4 is the melee skill ID)


otherwise use the weapon skill id: "w-" + <weapon skill>
otherwise use the weapon skill id: "w-" + <weapon skill>
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When someone is hit.
When someone is hit.


in psAttack::AffectTarget() we create a soundID <Weapon Type> + "-" + <Material> + <Hit>
in psAttack::AffectTarget() we create a soundID <Weapon Type> + "-" + <Material> + <hit:1 or block:0>


Material is defined in [[Race infoTable]].skin_type  
Material is defined in [[Race infoTable]].skin_type (0-flesh, 1-wood, 2-metal, 3-carapace, 4-fur, 5-slime)


Example: fist hitting carapare of a trepor: 4-3-1  
Example: fist hitting carapare of a trepor: 4-3-1  

Latest revision as of 23:35, 28 January 2026

Attack Sound

For humanoid and creatures we consider that they can use melee or use weapons. In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound

If you need to enable the attack sound on a creature, you need to add the PSAnimNotifyAttackSound in the attack Montage (not in the attack sequence).

In psAttack::Attack() we create a soundID with this rule:

if the weapon is melee then use the race: <race>-4 (because 4 is the melee skill ID)

otherwise use the weapon skill id: "w-" + <weapon skill>

Example: Stonehammer hitting with a Fist = 0-4

Example: Stonehammer hitting with a sword = w-0

this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and then we call ReceiveAttackAnimation() on clients BP, this is then calling PlayPSAnimMontage()

Inside PlayPSAnimMontage() we use the soundid

The class used is UPSAnimNotifyAttackSound

Hit sound

When someone is hit.

in psAttack::AffectTarget() we create a soundID <Weapon Type> + "-" + <Material> + <hit:1 or block:0>

Material is defined in Race infoTable.skin_type (0-flesh, 1-wood, 2-metal, 3-carapace, 4-fur, 5-slime)

Example: fist hitting carapare of a trepor: 4-3-1

Example: sword getting blocked by flesh: 0-0-0

this soundID is then sent to all clients this way: we call BroacastCombatResultSound() to send it to all players in range

The hit sounds are decoupled from the hit animation because they need to play regardless.

Death Sound

If we want to have a sound when the creature dies, we have it in the Death Montage, on the death animation