Garry's Mod

Garry's Mod

HL2: MMod Hit Feedback
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LOL DUDE 25 Apr, 2019 @ 6:39pm
A Few Little Issues
I love the hit feedback sounds implemented in MMod, and I'm glad to finally see them properly added into GMod, but I'm noticing some relatively minor problems with this implementation of them. Namely...
  • The hit and kill sounds still play when melee attacking enemies, whereas they didn't in MMod. I personally don't mind this, but it might be nice to include an option for it, if it's possibly to define the difference between melee and non-melee attacks in the code.
  • Despite Combine Turrets being unable to take damage from any source, flesh hit sounds play when shooting or hitting them.
  • Hitting Striders with bullets (which deal no damage to them) play flesh hit sounds, and hitting them with explosives (which are the only real way to damage them) don't play any hit sounds.
  • Hitting Gunships doesn't play any hit sounds, not even when hitting them with explosives.
  • Hitting Combine Snipers plays flesh hit sounds despite the fact that they can only be killed with explosives, and killing them with explosives doesn't play a kill sound.
  • Hitting Combine Cameras and Ceiling Turrets plays flesh hit sounds, and destroying them doesn't play a kill sound.
  • Hitting Half-Life: Source sentries, mini turrets and heavy turrets produce flesh hit sounds, despite the fact that they're made of metal. Perhaps this could be fixed by making metal hit sounds play when the NPC has metal surface properties, so it doesn't have to be defined for every single metallic NPC and SNPC.
And these problems are with other GMod add-ons...
  • Killing any of the Killing Floor SNPC's or Minibosses SNPCs[Resident Evil 5] doesn't play kill sounds. I know this is because of the way they're programmed to die, where they remove themselves and spawn a ragdoll, but if there'd be any way to make the kill sound play despite that, that'd be great.
  • Killing any gmDoom SNPCs doesn't play kill sounds. Again, this is probably 'cause of the way they're programmed to "die", but, yeah.
I know this is all pretty nitpick-y, and I don't expect all of these issues to be easily solved, but I wanted to put it out there in case they could. Either way, I'm gonna be using this add-on for the foreseeable future.
Last edited by LOL DUDE; 25 Apr, 2019 @ 6:43pm
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Showing 1-3 of 3 comments
YuRaNnNzZZ  [developer] 27 Apr, 2019 @ 3:41pm 
First of all, thank you for posting your feedback!
Now, to the response:
  • The melee sound toggle would require filtering the damage types and even then there's a lot of custom non-melee weapons that can use them.
  • The flesh sound is default for any NPC that isn't in "CLASS_ enum to sound" table.
  • Regarding non-damaging feedback, i'm using the damage hooks and check for the damage value (also called trusting gmod's hooks too much).
  • About sounds not playing when killing with explosives, i haven't encounter this problem yet.
  • Turrets is something i didn't test much, i doubt that they even call OnNPCKilled hook.
  • Thanks for remiding about HL:S NPCs, i forgot to add their class types.
  • And about custom SNPCs, i don't use any, so i can't test them. Anything that calls EntityTakeDamage and OnNPCKilled hooks should work fine.
Last edited by YuRaNnNzZZ; 27 Apr, 2019 @ 3:41pm
LOL DUDE 27 Apr, 2019 @ 10:26pm 
Originally posted by YuRaNnNzZZ:
First of all, thank you for posting your feedback!
Now, to the response:
  • The melee sound toggle would require filtering the damage types and even then there's a lot of custom non-melee weapons that can use them.
  • The flesh sound is default for any NPC that isn't in "CLASS_ enum to sound" table.
  • Regarding non-damaging feedback, i'm using the damage hooks and check for the damage value (also called trusting gmod's hooks too much).
  • About sounds not playing when killing with explosives, i haven't encounter this problem yet.
  • Turrets is something i didn't test much, i doubt that they even call OnNPCKilled hook.
  • Thanks for remiding about HL:S NPCs, i forgot to add their class types.
  • And about custom SNPCs, i don't use any, so i can't test them. Anything that calls EntityTakeDamage and OnNPCKilled hooks should work fine.
Thanks for clarifyin' all this! To clarify, though, I think hit sounds for Striders and Gunships should work the same as they do for the Hunter-Chopper, only playing them when they're hit by an explosive (flesh hit sounds probably would still work for them, though, since they're biomechanical). Hopefully, you can do something about that and maybe some of the other things I mentioned.
YuRaNnNzZZ  [developer] 28 Apr, 2019 @ 1:55am 
In the latest update i've added more overrides with classnames, so more entities have hit sounds of their kind.
About Striders and Gunships, i can't block hit sounds without adding more complicated checks, since i rely on EntityTakeDamage hook and GMod reports them as taking actual damage (despite it being blocked by the engine's code).
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