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Mod Request Add heat on kill mod

Is this a modification request?
Its probably so easy and im incredibly stupid, ive been at it for like hours now, i can get the code to "play a sound" but the heat never goes up thats about it.
Cool concept tho.
 
Does the sound when the killed is made have the heat map strength and heat map time properties?

Example, pistol fire

<SoundDataNode name="pipe_pistol_fire"> <AudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire.prefab"/> <NetworkAudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire_Network.prefab"/>
<Noise ID="0" noise="62" time="2" muffled_when_crouched="0.8" heat_map_strength="0.75" heat_map_time="180"/>
 
Does the sound when the killed is made have the heat map strength and heat map time properties?

Example, pistol fire

<SoundDataNode name="pipe_pistol_fire"> <AudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire.prefab"/> <NetworkAudioSource name="@:Sounds/Prefabs/AudioSource_WeaponFire_Network.prefab"/>
<Noise ID="0" noise="62" time="2" muffled_when_crouched="0.8" heat_map_strength="0.75" heat_map_time="180"/>
its not about that, its how you actually get the game to play a sound on an entity death i've been stumped on that and how the game handles it
Post automatically merged:

Isn't this already a vanilla thing tho?
this excludes, all melee, bows, crossbows, traps, fire ect
 
Not fully sure what you are looking for.
zombieTemplateMale for example has the property
<property name="SoundDeath" value="zombiemaledeath"/>

As BFT2020 has suggested you would normally just edit the sound file. The soundfile code for zombiemaledeath is:

So you can add the heatmap strength of the sound node.

<SoundDataNode name="zombiemaledeath"> <AudioSource name="@:Sounds/Prefabs/AudioSource_Pain.prefab"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath1.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath2.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath3.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath4.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath5.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath6.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath7.wav"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath8.wav"/>
<Channel name="Mouth"/>
<Priority name="0"/>
<maxVoicesPerEntity value="1"/>
<LowestPitch name="0.95"/>
<HighestPitch name="1.05"/>
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="10"/> <MaxRepeatRate value="1.111"/> </SoundDataNode>

as an example add:
<Noise ID="0" noise="62" time="2" muffled_when_crouched="0.8" heat_map_strength="0.75" heat_map_time="180"/>

Alternatively, you can also add a buff to the player that plays a specific sound when a zombie is killed
<buff name="playSounsOnZombieDeath" hidden="true" remove_on_death="false">
<stack_type value="ignore"/>
<duration value="0"/>
<effect_group>
<requirement name="EntityTagCompare" target="other" tags="zombie"/>
<triggered_effect trigger="onSelfKilledOther" action="CallGameEvent" event="playmysound"/>
<effect_group>
</buff>
Give the buff to the player on game start.

in gameevents:
<action_sequence name="playmysound">
<action class="PlaySound">
<property name="sound" value="whatever_sound_you_want" />
</action>
</action_sequence>

in sounds:
<SoundDataNode name="whatever_sound_you_want"> <AudioSource name="@:Sounds/Prefabs/AudioSource_Pain.prefab"/>
<Noise ID="0" noise="62" time="2" muffled_when_crouched="0.8" heat_map_strength="0.75" heat_map_time="180"/>
<AudioClip ClipName="@:Sounds/Enemies/Base_Zombie_Male/zombiemaledeath1.wav"/>
<IgnoreDistanceCheck/>
<LocalCrouchVolumeScale value="0.5"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="3"/> <MaxRepeatRate value="0.01"/>
</SoundDataNode>

Change the audio clip to whatever you want but you will also need to change the AudioSource maybe as well - you can go through the games sound.xml file to see what sound would be suitable - you can turn the volume down and the heat up (dont know if there is a 'silent' or 'silence' sound in the game)
Hope that helps
cheers
 
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