Changes to HitDef Sound and Spark Parameters #987
Is your feature request related to a problem? Please describe.I personally don't like how HitDef gives you no control over how you want your sparks and sounds to spawn. And there's no alternative either unless you don't want it to spawn on time. But even that is ineffective for multi-hits. Because of this, I have a few solutions to suggest. Describe the solution you'd likeAdd the following parameters that act essentially act the same as their original counterparts (from Explod and PlaySnd):(side note: sound.channel and spark.angle are already implemented) Additionally, add the following (and these are quintessential):
Additional contextNo response Search termshitspark hitsound guardsound sound snd explod visual spark guardspark trigger parameter hitdef |
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I think making Hitdefs pretty much incorporate Explod and PlaySnd as you said is a bit of a feature bloat. Bang for the buck, the most useful parameters are sound channels and rotating sparks, as they are very common in commercial games, and those are already implemented. The trigger you suggested earlier that detects the exact frame a move connected would be useful, however, as I've used workarounds for that for a long time. Incidentally, I named "sparkangle" without punctuation for consistency with "sparkno" and "sparkxy", but if someone were to add that many spark parameters I think it could be "spark.angle" indeed. |
I think making Hitdefs pretty much incorporate Explod and PlaySnd as you said is a bit of a feature bloat. Bang for the buck, the most useful parameters are sound channels and rotating sparks, as they are very common in commercial games, and those are already implemented.
The trigger you suggested earlier that detects the exact frame a move connected would be useful, however, as I've used workarounds for that for a long time.
Incidentally, I named "sparkangle" without punctuation for consistency with "sparkno" and "sparkxy", but if someone were to add that many spark parameters I think it could be "spark.angle" indeed.