Open Mooses2k opened 2 years ago
factotum and dylanb neophyte cleaned and ready
got the basics implemented. need the AI lag removed to test the cultist idle. Currently testable in voice branch with the \ key
no more repeating lines as of a5bfbbcbed2f12a06ab1d879f095d221f07aa9ed
merged, now need partial and confirmed detection lines, maybe cleanup detection time as well
in PR, ready for testing
we have idle, alert, detection, fight done, could use more testing and tweaking because cultist's are a bit too talky now
Made them less talky
Possible method to implement cultist Q and A:
Eventually by Q and A category (what, when, yes/no, statement, etc)
*shortlist for demo
Player:
Cultists:
*Idle*Detects something*Confirmed player detection*Chasing*FightingStewie: Kind of, if you know the situations you want those things to happen, you can extract the data from the character state for some, and keep some statistics trackers for the other ones Like you would to to have an achievements system or something like that for achievements? some global achievement tracker, yeah not on settings tho but for the voice line stuff, that's per character so probably a dedicated node on each character that hooks up to everything else to keep track of stuff
load_sounds singleton tracking the directory for cultist audio?
Should stop playing speech or play a hurt sound if interrupted through damage (other events should probably stop speech too)
two other issues: 1) is this going to take a lot of memory if we have multiple cultists all loading ~175MB of WAVs? How can we optimize this? 2) Maybe we have each cultist only have a random subset of the available lines for that voice?
also, ensure it doesn't say the previous line twice in a rowSpeech Priority (interrupts self if priority above previous):