fibanocci on 16/8/2014 at 11:05
If I put a this stim on a source, it hurts (intensity: 1), but magiczapstim doesn't cause Garrett to make any sound if he's not dying. Is this intentional? Where can i change this/how to create a custom sound (I've already looked into some schemas). I could change the DamageType of this stim to fire or bench in order to have a different sound, but this is not what I want.
Yandros on 16/8/2014 at 13:33
I remember discovering this some time ago, and don't recall if I worked out a solution or not. I'll try to dig into it later today when I have time, it might be a simple schema change but I think it was more complicated than that.
john9818a on 16/8/2014 at 17:04
Did you try adding Schema > Class Tags > ArrowType MagicMissile to your source?
R Soul on 16/8/2014 at 19:27
That class tag will work but only if the object collides with the player.
I think this code from Garrett.sch explains it:
Code:
//TAKING ZAP DAMAGE
schema ghmagic
archetype PLYR_DAMAGE
volume -1
no_repeat
ghmagic1 ghmagic2 ghmagic3
env_tag (Event Damage) (DamageType Zap) (Damage 1 100) (Health 1 100) (CreatureType Player) (ArrowType MagicMissile)
The last line means those sounds are only played if the DamageType is Zap, the CreatureType is player and the ArrowType is MagicMissile.
If the stim is sent over a radius, there won't be an ArrowType. Compare it with the fire damage schemas. There is one for ArrowType Firebolt, but if you go up to the code for //SMALL FIRE DAMAGE or //LARGE FIRE DAMAGE you'll see there's no ArrowType requirement, so those two are okay for things like burning fires.
So it looks like you could make a copy of //TAKING ZAP DAMAGE, remembering to rename the schema, and remove the requirement for ArrowType MagicMissile.
fibanocci on 17/8/2014 at 07:32
Quote Posted by john9818a
Did you try adding Schema > Class Tags >
ArrowType MagicMissile to your source?
Thanks, that's working just fine.
It's good to know the schema in order to make a custom sound (that's what I wanted to to).