Hitfx question (solved)

PS_VITA

Active member
Hi guys,

I have a hitfx already properly working for an attack but I wanted to add another sound effect whenever the actual attack happens.

I could either mix in both sfx together with audacity or even create a separate blank flash and include that sfx.

Is there another option that I could use so that I don't resort to the option mentioned above, something you guys use for such occasions?
 
PS VITA,

My favorite advice to give about hitfix is: Don't use them.

Put your hit sounds into the animation of your flash models instead, and just make new flash models for the different hit sounds you want. It doesn't matter if you use script or the native sound command. Either way this will instantly fix a lot of headaches. One example is when you want a model to override attack effects with its own when taking hits. Maybe a robot or guy in armor you always want to play a metallic sound when attacked. The engine does not support this natively for hitfix, but DOES support it for flash. When flash model is playing the hit sounds, problem solved.

This technique solves your problem in particular by virtue of being able to put multiple sounds in an animation.

On similar note, move your quake effects into the dust models and watch all your quake timing issues vanish.

DC
 
Damon Caskey said:
PS VITA,

My favorite advice to give about hitfix is: Don't use them.

Put your hit sounds into the animation of your flash models instead, and just make new flash models for the different hit sounds you want. It doesn't matter if you use script or the native sound command. Either way this will instantly fix a lot of headaches. One example is when you want a model to override attack effects with its own when taking hits. Maybe a robot or guy in armor you always want to play a metallic sound when attacked. The engine does not support this natively for hitfix, but DOES support it for flash. When flash model is playing the hit sounds, problem solved.

This technique solves your problem in particular by virtue of being able to put multiple sounds in an animation.

On similar note, move your quake effects into the dust models and watch all your quake timing issues vanish.

DC

Understood Damon Caskey
Coincidentally I was trying to get a metal sound effect similar to what you described in your example.

Thank you for the perfect explanation.
 
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