Quake DeveLS - The Gunslingers Trick shot

Author: WonderSlug
Difficulty: Easy

I have been poking my way around the q2 source and playing around implementing these great tutorials. I was about 3/4 of the way down the list and I noticed something a little odd.

My blaster blots were not making any sound when they ricocheted off the walls.

You have all see those Westerns where the gunfighter shoots from the hip...off the bell in the tower..off the whiskey bottle....off the whatever...parts the disbelievers hair down the middle and puts a hole right through the center of the Ace of Spades.

And there is always the sounds like phting, zhmmmmp, clank and "Damnit, that was a new deck of cards!"

This is a quick little tutorial which gives a little more depth to SUMFUKA's great Bouncing Gun tutorial.

First you have to implement the Bouncing Gun Tutorial.....go do it now if you havent already.

Next we need to think a little about when we are actually going to make the sound. Its not with the gun...its when bolt hits the wall. Open up g_phys.c and goto the SV_Physics_Toss it should be arounds line 642 with the Bouning Gun stuff implimented.

New Variable....

First we have to add a local variable to handle a random number...(more explanation later) Change the Section at the top of the function from

 
  trace_t		trace;
  vec3_t		move;
  float		backoff;
  edict_t		*slave;
  qboolean	wasinwater;
  qboolean	isinwater;
  vec3_t		old_origin;
 

To this

 
  trace_t		trace;
  vec3_t		move;
  float		backoff;
  edict_t		*slave;
  qboolean	wasinwater;
  qboolean	isinwater;
  vec3_t		old_origin;
  //WonderSlug - Added for  Random Ricochet Sound
  int rnum;
  //End- WonderSlug
The Sound of "Shees I better Duck!"

Next we need to add the Sounds themselves....

Go to the section you added to change the velocity vector...it should look like this.

 
		// STEVE... added this part to re-align the entity's angles after

		// it bounces off a wall. Simply set its angles to its velocity vector.

		if (ent->movetype == MOVETYPE_FLYRICOCHET)

		{

			vectoangles (ent->velocity, ent->s.angles);

		}

Now change it to this...

 
	// STEVE... added this part to re-align the entity's angles after
	// it bounces off a wall. Simply set its angles to its velocity vector.
    if (ent->movetype == MOVETYPE_FLYRICOCHET)
    {
            vectoangles (ent->velocity, ent->s.angles);
			//WonderSlug --- Add in Ricochet Sounds
			rnum = rand();
			//Will make a sound about 1/2 the time
			if (rnum < (RAND_MAX/2)){
				//Pick one of three Rico Sounds
				if (rnum < ((RAND_MAX/2)/3))
					gi.positioned_sound(old_origin, ent, CHAN_WEAPON, gi.soundindex ("world/ric1.wav"), 1, ATTN_STATIC, 0);
				else if (rnum < ((RAND_MAX/2)/3)*2)
					gi.positioned_sound(old_origin, ent, CHAN_WEAPON, gi.soundindex ("world/ric2.wav"), 1, ATTN_STATIC, 0);
				else 
					gi.positioned_sound(old_origin, ent, CHAN_WEAPON, gi.soundindex ("world/ric3.wav"), 1, ATTN_STATIC, 0);
			}
    }

What we are doing is adding a ricochet sound in about half the time it hits something and were are picking a random sound of the three ricochet sounds that come with q2. Playing the ricochet sound every time can really run you out of space quick...if you have something like ...say a Triple HyperBlaster for instance.

Notice we are using the positioned_sound function with the Game Interface gi. This allows the sound to seem like its coming from the point of impact which in this case is the variable old_origin.

Also note we are using the ATTN_STATIC for the attenuation. What this means is that the farther away the bolt is when it ricochets the quieter the sound is. Its quiet for the shooter maybe, but not for the one on the receiving end.

This is all for personal taste of course...I just like a bit of realisim in my coding. Its also nice to be able to hear when someone is shooting at you around the corner. :)

Have fun and Avoid the Salt folks -=WonderSlug

Tutorial by WonderSlug




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