LuvShiramine
Refugee
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.
Cool concept tho.
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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 itDoes 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"/>
this excludes, all melee, bows, crossbows, traps, fire ectIsn't this already a vanilla thing tho?
<property name="SoundDeath" value="zombiemaledeath"/>
<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>
<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>
<action_sequence name="playmysound">
<action class="PlaySound">
<property name="sound" value="whatever_sound_you_want" />
</action>
</action_sequence>
<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>
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
i can get the code to "play a sound" but the heat never goes up thats about it.