Player Water Effects#1938
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FX_PlayerSplash is a copy of FX_GunshotSplash, and FX_PlayerSlimeSplash is a copy of FX_GunshotSlimeSplash, with the sound volume halved. While lowering the sound level would make the noise drop faster over distance, im worried this may sound weird. SNDLVL_NORM sounds (from the name) like the falloff sound level we want for the effect, so I only made the splash quieter for now |
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Somewhat related to #1782: in OGNT, if you sneak (below footstep velocity) into or out of a pool of water, the waterlevel transition between water/land doesn't play the splash sound cue, whereas for NTRE it seems we currently always play it. Maybe it'd be good to implement the walking check for parity, if you think it fits this PR.
I guess the logic at SPLASH_SPEED_THRESHOLD would be the thing that controls this? Or rather, for the walk case, the "waterripple" wouldn't be played by OGNT I presume
I opened #1952 to address this in the future in another PR |
Description
Network m_nWaterLevel to all players so players make the correct footstep noises when in water.
Duplicated the watersplash effect for players where the volume of the effect is halved.
Started dispatching the waterriples and watersplash effects for players client side for the local player.
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