Allow to play different sounds based on what attacked you
Discussed with: @Lion.Kanzen Sound by: @Samulis Reviewed by: @Freagarach Differential Revision: https://code.wildfiregames.com/D2859 This was SVN commit r23989.
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@ -0,0 +1,17 @@
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<?xml version="1.0" encoding="utf-8" standalone="no" ?>
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<SoundGroup>
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<Omnipresent>1</Omnipresent>
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<HeardBy>owner</HeardBy>
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<Gain>0.35</Gain>
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<Priority>100</Priority>
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<ConeGain>1</ConeGain>
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<Looping>0</Looping>
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<RandOrder>1</RandOrder>
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<RandGain>1</RandGain>
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<GainUpper>0.35</GainUpper>
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<GainLower>0.30</GainLower>
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<RandPitch>1</RandPitch>
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<Threshold>1</Threshold>
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<Path>audio/interface/alarm/</Path>
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<Sound>alarm_attacked_gaia_01.ogg</Sound>
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</SoundGroup>
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BIN
binaries/data/mods/public/audio/interface/alarm/alarm_attacked_gaia_01.ogg
(Stored with Git LFS)
Normal file
BIN
binaries/data/mods/public/audio/interface/alarm/alarm_attacked_gaia_01.ogg
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -7,7 +7,8 @@ const g_EffectReceiver = {
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},
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"Capture": {
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"IID": "IID_Capturable",
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"method": "Capture"
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"method": "Capture",
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"sound": "capture"
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},
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"ApplyStatus": {
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"IID": "IID_StatusEffectsReceiver",
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@ -50,12 +50,12 @@ AttackDetection.prototype.OnGlobalAttacked = function(msg)
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Engine.PostMessage(msg.target, MT_MinimapPing);
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this.AttackAlert(msg.target, msg.attacker, msg.attackerOwner);
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this.AttackAlert(msg.target, msg.attacker, msg.type, msg.attackerOwner);
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};
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//// External interface ////
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AttackDetection.prototype.AttackAlert = function(target, attacker, attackerOwner)
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AttackDetection.prototype.AttackAlert = function(target, attacker, type, attackerOwner)
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{
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let playerID = Engine.QueryInterface(this.entity, IID_Player).GetPlayerID();
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@ -127,7 +127,15 @@ AttackDetection.prototype.AttackAlert = function(target, attacker, attackerOwner
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"attacker": atkOwner,
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"targetIsDomesticAnimal": targetIsDomesticAnimal
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});
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PlaySound("attacked", target);
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let soundGroup = "attacked";
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if (g_EffectReceiver[type] && g_EffectReceiver[type].sound)
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soundGroup += '_' + g_EffectReceiver[type].sound;
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if (attackerOwner === 0)
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soundGroup += "_gaia";
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PlaySound(soundGroup, target);
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};
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AttackDetection.prototype.GetSuppressionTime = function()
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@ -133,6 +133,9 @@
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<constructed>interface/complete/building/complete_universal.xml</constructed>
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<death>attack/destruction/building_collapse_large.xml</death>
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<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
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<attacked_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_gaia>
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<attacked_capture>interface/alarm/alarm_attackplayer.xml</attacked_capture>
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<attacked_capture_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_capture_gaia>
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<attack_ranged>attack/weapon/bow_attack.xml</attack_ranged>
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<attack_impact_ranged>attack/impact/arrow_impact.xml</attack_impact_ranged>
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</SoundGroups>
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@ -104,6 +104,9 @@
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<Sound>
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<SoundGroups>
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<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
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<attacked_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_gaia>
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<attacked_capture>interface/alarm/alarm_attackplayer.xml</attacked_capture>
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<attacked_capture_gaia>interface/alarm/alarm_attacked_gaia.xml</attacked_capture_gaia>
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<attack_slaughter>attack/weapon/sword_attack.xml</attack_slaughter>
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</SoundGroups>
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</Sound>
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