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Player warning speech values for beargerspawner and deerclopsspawner are outdated


hoxi
  • Pending

I think they were copy-pasted from when hounded was overhauled and these components were made into their own thing, as you can see:

local _announcewarningsoundinterval = 4


-- in OnUpdate function:
_announcewarningsoundinterval = _announcewarningsoundinterval - 1
if _announcewarningsoundinterval <= 0 then
	_announcewarningsoundinterval = 10 + math.random(5)
	self:DoWarningSpeech(_targetplayer)
end

The problem is that these intervals (which aren't really intervals, but rather a counter that goes down once per warning sound), while they make sense for hounds and worms, they don't for Bearger and Deerclops, who play their warning sounds much less frequently.

The main issue is that, in a single session without restarting the server? The warning speech will simply not happen after 1 attack, until at least 3 other attacks have happened. All you get are warning sounds, but player characters won't comment on them at all, because the counter is way too high.

 

To restore them to what they used to be like, they could look like this:

local _announcewarningsoundinterval = 2


-- in OnUpdate function:
_announcewarningsoundinterval = _announcewarningsoundinterval - 1
if _announcewarningsoundinterval <= 0 then
	_announcewarningsoundinterval = 2 -- or use math.random(2) if you want a very slight variation
	self:DoWarningSpeech(_targetplayer)
end

You might also want to set the value to the starting value whenever a warning phase stops (regardless if the spawn happened or not), to ensure it starts consistently for future spawns.

 

Also.. you might wanna check for math.random(1) in both of these components as well as hounded, as math.random(1) will just result in 1, happens on the lines to set _timetonextwarningsound. Not sure what'd be intended.


Steps to Reproduce
  • Have Bearger start to spawn once.
  • Notice how your character only comments on the warning sounds once.
  • Have Bearger start to spawn again multiple times.
  • Notice how your character won't comment on many of the attacks at all, until after around 3 attacks have happened.



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