Product Chat / Weapons Sounds/ Hit Location?

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GubbyBlips
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Posted: 23rd Feb 2019 17:01
I searched forums for a way to change or implement weapons sounds, nothing came out.

I noticed that particles/ weapon hits are coming out, and *> AmenMoses<* presented
a video shooting the gun into metal, etc. Wouldn't it be pretty cool to hear some
bullet ricocheted sounds on a few of the hits?! (according to materials- obviously not flesh!)

Also if I'm not mistaken, we will be able call a function to find the hit location of the bullets?
I would very much be interested in both, mostly the second idea. And not just bullets, but
projectile (ex; rpg/ magic staffs) hit location-- could we please get this function activated?

If so, then surprise great feature would be easily implemented, hopefully...

Info?
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Avenging Eagle
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Location: UK
Posted: 23rd Feb 2019 20:48
I've noticed that when I shoot objects I've specified as metal, I get a slightly different 'hit sound' to ones that have a generic or stone material. It's only a fraction of a second, but it's definitely there. But I don't know where these sounds are coming from. There is a folder in audiobank called materials but don't think those are the ones I hear (I'm talking specifically about the non-footstep sounds like 2metalI.wav).

You're right though, it would be great to hear material-specific bullet impacts.

AE
AmenMoses
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Posted: 23rd Feb 2019 21:32 Edited at: 23rd Feb 2019 21:34
Yes, for the standard weapons at least, there is some sort of hit sound and also a weird echo sound (which happens even on a completely empty map!). If you figure out where they are please let me know because I want to switch them off, or at least figure out how to make them only happen only at realistic times.

Oh and yes I've added a command to return the bullet hit location. There is already a command for other projectiles, not that I've managed to get it to work yet!
Been there, done that, got all the T-Shirts!
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GubbyBlips
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Posted: 23rd Feb 2019 22:21 Edited at: 23rd Feb 2019 22:26
I haven't got them to work either. It returns nothing, does it return any data at all for you?
So I'm talking about ricochet sounds, a bonus feature added to just hit sounds.

If this engine got that far, maybe even the whistle of flying bullets over head...
that and ricochet sounds would add even more immersive quality.
I found some sounds, and I think they are free... (CC)
http://soundbible.com/tags-ricochet.html

Mostly though I hope to hear about how to find the coordinates of the bullet
and projectile hit points, for scripting certain features. Great to hear!
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 23rd Feb 2019 23:09
The projectile hit x,y,z works as per:

https://forum.game-guru.com/thread/220489#msg2611861

Cheers.
AmenMoses
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Posted: 23rd Feb 2019 23:40
What values can projectileEventType take and what do they mean?

Been there, done that, got all the T-Shirts!
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 24th Feb 2019 08:20
I think it was 1 or greater than zero for this purpose only at the moment. Not sure why it is like this. It’s a while since looked at it but does fill in the details when set.

Cheers.
Teabone
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Posted: 24th Feb 2019 15:56 Edited at: 24th Feb 2019 20:39
Would it be better if all weapons had that line added to their projectiles?

Also if you want your entity to emit a certain sound and debris when shot, you can add the following the FPE:

Material Index (materialindex = #)

0 = Grass / Dirt
1 = Stone
2 = Metal
3 = Wood
4 = Glass
5 = Liquid Splashy Wet
6 = Cloth / Flesh
7 = Hollow Drum Metal
8 = Small High Pitch Tin
9 = Small Low Pitch Tin
10 = Silly Material / Chicken
11 = Marble
12 = Cobble / Tile (interior echo)
13 = Gravel
14 = Soft Metal
15 = Old Stone
16 = Old Wood
17 = Shallow Water
18 = Underwater

http://freetoronto.org/gameguru/tutorial_fpe.html#materialindex

The audio folder location for material sounds is located here:
C:\Program Files (x86)\Steam\SteamApps\common\Game Guru\Files\audiobank\materials

In FPSC we had additional elements for material index in that if an entity is physically pushed by the player or an enemy, it would emit a push sound depending on what material index it was assigned. Additionally, correct me if I'm wrong, if an entity was destroyed by a weapon or an explosion it would leave mesh debris on the ground based on its material index. Rather than disappearing entirely -- in FPSC. We also had bullet holes in FPSC depending on the material index assigned.
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GubbyBlips
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Posted: 24th Feb 2019 22:21
Thanks Teabone. That will be very handy. I noticed what you said
about different "hitting" materials being mixed up.
I would call these the primary hit sounds. And that's cool.

Just wondering, I guess it will have to be a future addition
to add a random secondary sound to hits (ie ricochet).
You could I suppose assign a ricochet sound on all metal or rock
and there you would get the effect- but every time. No problem.

Obviously only certain materials would produce such effects
so no need to shoot into soft things or water to produce ricochet.
Down the road, you could have a counter or random selector
so when you hit metal, rock or concrete, etc once in a while it will ricochet.
Ok, sounds like a future feature request.
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