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Thread: Optic

  1. #81
    Senior Member Btcc22's Avatar
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    Re: Optic

    You make a compelling argument so I'll see what I can do to make it a reality. If all of the combined packs use the default animations (the Halo 4 one doesn't but would probably work fine regardless), there probably wouldn't be much of a problem. The issues would begin when you have a bunch of packs that use custom animations that don't play nicely with each other. The animation system has the concepts of grouping and priority where you can have multiple sets of sprites/medals on the screen at once and make sure they play nicely, which could help in this situation if packs were coded with a bit of thought. It'll be explained in the documentation.

    The main reason I haven't initially allowed for multiple packs to be loaded is because I wanted to ensure a smooth experience for the users and to avoid the complaints when users try to do something that the system wasn't designed for and not because I haven't considered these problems, more because there's no perfect solution that's going to work in every case.

    Anyway, with your test script, you're missing the arguments for the callbacks. Try this (untested):
    Code:
    ...sound table stuff...
    
    function register_callbacks()
         register_callback(cb['PLAYER_KILLS'], "playDeathVoiceKill")
         register_callback(cb['PLAYER_ENVIRONMENTAL_DEATHS'], "playDeathVoiceEnv")
     end   
    
    function playDeathVoiceEnv(event, victim, player, timestamp)
         if(victim == player) then
             queue_audio(deathVoiceTable[math.random(#deathVoiceTable)])
         end
     end
    
    function playDeathVoiceEnv(event, killer, victim, player, timestamp)
         if(victim == player) then 
            queue_audio(deathVoiceTable[math.random(#deathVoiceTable)])
         end
     end
    I could add channel volume controls to the queue_audio function if that'd be useful. You could calculate player/object distances (when the full API is available, will be making a short post about the situation shortly) and then adjust as required. It wouldn't be great since you wouldn't be able to deal with geometry but perhaps better than nothing at all.
    Last edited by Btcc22; May 30th, 2014 at 03:22 AM.
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  2. #82

    Re: Optic

    Got it working.

    Here's the pack. Video will come later.

    The function "playDeathVoiceEnv" appears twice in your code, I've changed the second one to playDeathVoiceKill upon noticing the additional argument it and it works perfectly!! Thanks a ton for the assistance. I'm still getting used to the concept of function arguments... I KIND OF understand them at this point but not entirely, and I'm kind of going in blind working with these callbacks.

    Channel volume controls based on distance would be great! I'm not too concerned about geometry - in Halo 3, the death noises seemed VERY loud, regardless of location/geometry, which I was actually fond of. Though, I can't really think of much use for it outside of kill sounds... I'm sure somebody out there would come up with something fancy.

    I've a few more pack ideas I'd like to try out, that I'm fairly certain I can get working.

    May I ask, is there any way to detect when damage is delt, or is that still in the works and hush-hush for now?
    Last edited by t3h m00kz; May 30th, 2014 at 05:32 AM.
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  3. #83
    Senior Member Btcc22's Avatar
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    Re: Optic

    Quote Originally Posted by t3h m00kz View Post
    May I ask, is there any way to detect when damage is delt, or is that still in the works and hush-hush for now?
    There's a callback for hit detection but I'm not completely sure if it'll be enabled in the next release. I'll have a post with more information up later today (I'm lazy).
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  4. #84

    Re: Optic

    I'm lazier u fuck ;} <3
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  5. #85

    Re: Optic

    Video of death voices:

    NEED A DISPENSER HERE
    Last edited by t3h m00kz; May 30th, 2014 at 01:22 PM.
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  6. #86

    Re: Optic

    I found a potential bug with optic. I noticed that if the audio files have an underscore in their name the game exceptions on launch.

    I attemped to create a table with the audio file name "audio/hitmarkers_killshot.mp3" which exceptioned every time. after removing the underscore from the audio file and re-referencing it in the table I was able to launch successfully. if this is a lua script limitation I'm not terribly concerned, but it could be something worth warning users about.

    Have not tested with images.
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  7. #87
    Amit's Avatar
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    Re: Optic

    Triple post alert. Someone give him an infraction!
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  8. #88
    Kid in the Hall Kornman00's Avatar
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    Re: Optic

    Are you sure it's not just a file name length problem? Have you tried naming it "hitmarkerskillshotpoop.mp3" to see if it still exceptions?
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  9. #89
    Senior Member Btcc22's Avatar
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    Re: Optic

    Thanks for the report, I'll take a look.
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  10. #90

    Re: Optic

    disregard, could not repro.. likely user error.

    fuck my anus
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