Bashe Posted February 28, 2004 How do I make it so when you take a certain amount of damage, the plaayer will make a different pain noise? Sort of like with his death noises, but instead with his pain noises. I've got the sounds I need, I just need to know how to get them in there when he takes a certain amount of damage. 0 Share this post Link to post
Bashe Posted February 28, 2004 To eludicate this situattion, I'll make a graph (thingie): 1-24% damage: regular noise 25-49% damage: different noise 50-74% damage: different noise 75%+ damage: different noise 0 Share this post Link to post
chilvence Posted February 28, 2004 What port? You can do this with Zdoom, just open up the SNDINFO lump and take a look at the player sounds. I wont explain it, because it will be obvious when you look. 0 Share this post Link to post
Bashe Posted February 28, 2004 Yeah, I use ZDoom. When I opened the SNDINFO up, I saw those sounds, so I gave each pain it's own sound, but it still only used one sound and not them all. 0 Share this post Link to post
Bashe Posted February 28, 2004 These are the files that I found in my SNDINFO that may have to do with damage amounts: player/male/pain100_1 player/male/pain100_2 player/male/pain75_1 player/male/pain75_2 player/male/pain50_1 player/male/pain50_2 player/male/pain25_1 player/male/pain25_2 I altered these, and nothing really happened. It only uses player/male/pain25_1. If this is not the right thing I'm supposed to alter, correct me. 0 Share this post Link to post
chilvence Posted February 29, 2004 $playersound player male *pain100 dsplpain $playersounddup player male *pain75 *pain100 $playersounddup player male *pain50 *pain100 $playersounddup player male *pain25 *pain100 This block of definitions is copying the normal pain sound across the other three. Did you change that? 0 Share this post Link to post
Bashe Posted February 29, 2004 No, all I did was take the sound effect across from the various numbers and changed their names to the corresponding sound. Like this: Player/male/pain100_1 dsplpain Changed it to: Player/male/pain100_1 dsplpan4 and that didn't work. 0 Share this post Link to post
chilvence Posted February 29, 2004 Do you know what an implied course of action is? 0 Share this post Link to post
Bashe Posted February 29, 2004 Well, that plan worked, but that was not EXACTLY what I wanted. What I wanted was how much damage he took was what sound he would make, not whatever precent of health he had was what noise he made... 0 Share this post Link to post
chilvence Posted February 29, 2004 Ah well, I suggest you use ACS, although it will be a tough cookie to start with if you havent used it before. It will not be possible to do this sort of thing to apply to existing maps though without modifying them. 0 Share this post Link to post
Bashe Posted February 29, 2004 No... I don't even know what ACS is... I'll live with what I can get. 0 Share this post Link to post
Epyo Posted February 29, 2004 I can't imagine ACS doing this, unless there's something that finds hp of something. 0 Share this post Link to post
Graf Zahl Posted February 29, 2004 Epyo said:I can't imagine ACS doing this, unless there's something that finds hp of something. Of course there is: GetActorProperty(APROP_HEALTH)! 0 Share this post Link to post
insertwackynamehere Posted February 29, 2004 Bashe said:No... I don't even know what ACS is... I'll live with what I can get. ACS is scripting that was in Hexen, and now ZDoom. It's fun to learn (I just learned it). You should look into it! 0 Share this post Link to post
Bashe Posted February 29, 2004 Maybe I'll get it... EVENTUALLY!!! I'll have to wait until I get my network card so I can get online form my laptop again. 0 Share this post Link to post