Audio Trigger (Asset): Difference between revisions
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Created page with "Audiotriggers are mainly used to create combat grunts. They contain lists of audio kits and when the conditions are met, one is played at random. Each player is limited to play 1 audio kit every 500ms. Note: * Audio triggers are not currently used in the main game. * For most of these, you\'ll want to use the conditions eventIsTextTrigger, targetVoice_x (when victim) or senderVoice_x (when attacker), and any relevant meta condition such as metaVeryPainful. But you can..." |
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|Sounds to trigger. | |Sounds to trigger. |
Latest revision as of 15:46, 20 February 2025
Audiotriggers are mainly used to create combat grunts. They contain lists of audio kits and when the conditions are met, one is played at random. Each player is limited to play 1 audio kit every 500ms.
Note:
- Audio triggers are not currently used in the main game.
- For most of these, you\'ll want to use the conditions eventIsTextTrigger, targetVoice_x (when victim) or senderVoice_x (when attacker), and any relevant meta condition such as metaVeryPainful. But you can toy with these freely, like adding a disgust reaction to trigger on metaGooey.
- For now, all you need to add this to autocomplete in the player editor is to make a voice condition that targets this voice.
Field | Type | Default | Description |
---|---|---|---|
Label | String | A unique label for your kit. Do not alter after finishing setting up. | |
Priority | Int | 1 | If multiple audio triggers match, the higher priority number gets triggered. Ex pain could be 1, and pain heavy 2. |
Trig | Int | 50 | Percent chance for this kit to trigger. |
Sounds | Audio Kit | Sounds to trigger. | |
Conditions | Condition | Conditions. Works the same way as with text conditions. You'll probably want to add a "voice" type condition to each set of grunts. Which is how you link voice kits to players. |