Creatures and Attack sounds

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Revision as of 21:49, 19 June 2023 by Talad (talk | contribs) (Created page with "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 In psAttack::Attack() we create a soundID = <race id (without gender)> - <Weapon skill> Example: Stonehammer hitting with a Fist = 0-4 this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and...")
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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


In psAttack::Attack() we create a soundID = <race id (without gender)> - <Weapon skill>

Example: Stonehammer hitting with a Fist = 0-4

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

UPSAnimNotifyAttackSound: <Race of Attacker> + "-" + <Weapon Type>


In the Combat_Montage of the hit creature , example the trepor, we have one in the Hit animation of type PSAnimNotifyCombatResultSound


UPSAnimNotifyCombatResultSound: <Weapon Type> + "-" + <Material> / Hit or Block