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 Howl and roar for SP

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GlaciaTheWolf
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Game username : Glacia, GlaciaIceWolf, GlaciaTheWolf
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PostSubject: Howl and roar for SP   Sat May 31, 2014 6:47 am



thought id show a preview of what i been working on in my server

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lazyzim

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Server : Dragon's Den
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PostSubject: Re: Howl and roar for SP   Sat May 31, 2014 11:20 am

Great Minds..... Wink

I have been playing with doing this on Dragon's Den.
My solution was to replace the WingWave in the primary actions with a Howl Option.
Player hits Howl they howl. Player hits Roar they roar.

However I am stuck at the moment as the Network manager shows a Howl to other players whether they roar or Howl. The code seems right but I am using the roar animation for both. If I change the animation to another for example "buttswing" then when I howl the other player sees a buttswing and hears a howl. If I hit Roar they see a buttswing (No sound). Other then alter every skeleton for every body part to include a Howl animation I can not see a way of fixing this.

So good luck with your efforts.
~Lazyzim~
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GlaciaTheWolf
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Game username : Glacia, GlaciaIceWolf, GlaciaTheWolf
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PostSubject: Re: Howl and roar for SP   Sat May 31, 2014 5:31 pm

All i did was rename the Chuckle to howl and added a sound to the action, so i animated a howl animation and set it as Chuckle and added sound to it
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RedEye
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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 2:47 pm

When sending the action to other players:
https://github.com/jespersh/KITO/blob/master/src/client/include/MagixNetworkManager.h#L1148
That number must match the number that the player receives about you and your action:
https://github.com/jespersh/KITO/blob/master/src/client/include/MagixNetworkManager.h#L1086

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lazyzim

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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 3:05 pm

Quote :
When sending the action to other players:
https://github.com/jespersh/KITO/blob/master/src/client/include/MagixNetworkManager.h#L1148
That number must match the number that the player receives about you and your action:
https://github.com/jespersh/KITO/blob/master/src/client/include/MagixNetworkManager.h#L1086

Yep got that RedEye.
I have it this way as I replaced WingWave
Code:

 else if(mUnitManager->getPlayer()->isHeadbanging())tPrimary = 8;
 else if(mUnitManager->getPlayer()->isButtswinging())tPrimary = 9;
 else if(mUnitManager->getPlayer()->isHowling())tPrimary = 10;
 else if(mUnitManager->getPlayer()->isMoonwalking())tPrimary = 11;
 else if(mUnitManager->getPlayer()->isThrillering())tPrimary = 12;
 else if(mUnitManager->getPlayer()->isPoint())tPrimary = 13;

Code:

else if(tPrimary==9)tUnit->doButtswing();
 else if(tPrimary==10)tUnit->doHowl();
 else if(tPrimary==11)tUnit->doMoonwalk();
 else if(tPrimary==12)tUnit->doThriller();
 else if(tPrimary==13)tUnit->doPoint();
 else if(tPrimary==14)tUnit->doStretch();
 else if(tPrimary==15)tUnit->doRoar();
 else if(tPrimary==16)tUnit->doRofl();
 else if(tPrimary==17)tUnit->doCurl();

That is what I can not understand. Since I replace WingWave with the Roar Animation and Howl Sound it will always output to the other player Howl.

~Lazyzim~
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RedEye
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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 3:17 pm

Paste isHowling and doHowl if possible

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lazyzim

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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 4:11 pm

Code:

void doRoar()
 {
 if(isDisabled()||isAttacking())return;
 if(!isRoaring())
 {
 changeAnimBase("Roar",1,true,false,false);
 allocFlags.needsSoundRoar = true;
 }
 }
 bool isRoaring()
 {
 return (animBase=="Roar");
 }
 void doHowl()
 {
 if(isDisabled()||isAttacking())return;
 if(!isHowling())
 {
 changeAnimBase("Roar",0.4,true,false,false);
 allocFlags.needsSoundHowl = true;
 }
 }
 bool isHowling()
 {
 return (animBase=="Roar");
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Dead Account

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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 4:18 pm

Really nice Glacia!
I hope to see more~
The only thing is that the head drops too quickly, usually howls last for a while and the head gently goes down.
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RedEye
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PostSubject: Re: Howl and roar for SP   Sun Jun 01, 2014 8:01 pm

lazyzim wrote:
Code:

void doRoar()
 {
 if(isDisabled()||isAttacking())return;
 if(!isRoaring())
 {
 changeAnimBase("Roar",1,true,false,false);
 allocFlags.needsSoundRoar = true;
 }
 }
 bool isRoaring()
 {
 return (animBase=="Roar");
 }
 void doHowl()
 {
 if(isDisabled()||isAttacking())return;
 if(!isHowling())
 {
 changeAnimBase("Roar",0.4,true,false,false);
 allocFlags.needsSoundHowl = true;
 }
 }
 bool isHowling()
 {
 return (animBase=="Roar");

Did you add the required code for Howl in?
https://github.com/jespersh/KITO/blob/master/src/client/include/MagixUnitManager.h#L815

Something like:
Code:
      if(unit->allocFlags.needsSoundHowl && unit->isHowling())
      {
         mSoundManager->playSound((Math::RangeRandom(0,1)<0.5?SOUND_HOWL1:SOUND_HOWL2),unit->getObjectNode());
         unit->allocFlags.needsSoundHowl = false;
      }

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lazyzim

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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 1:27 am

If I did not then there would be no sound.

Code:
}
 if(unit->allocFlags.needsSoundRoar && unit->isRoaring())
 {
 mSoundManager->playSound((Math::RangeRandom(0,1)<0.5?SOUND_ROAR1:SOUND_ROAR2),unit->getObjectNode());
 unit->allocFlags.needsSoundRoar = false;
 }
 if(unit->allocFlags.needsSoundHowl && unit->isHowling())
 {
 mSoundManager->playSound((Math::RangeRandom(0,1)<0.5?SOUND_HOWL1:SOUND_HOWL2),unit->getObjectNode());
 unit->allocFlags.needsSoundHowl = false;

So yep here is that part of the code.
Sorry I have gone over it so many times and can not see why I always output a Howl to other players.

Since glaciaicewolf has said she is still working on a server, she may also have this problem and not be aware of it. It is not apparent until someone else is logged on with the new code and they keep hearing Howls despite whether I am howling or roaring.
~Lazyzim~
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RedEye
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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 4:40 am

Additional points of interest:
* https://github.com/jespersh/KITO/blob/master/src/client/include/MagixGUI.h#L2854
* https://github.com/jespersh/KITO/blob/f3e2530e88c2927bd420acdf1ff1b93f82bead7d/src/client/include/MagixSoundManager.h#L17

Check the actual sound files

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lazyzim

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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 6:29 am

Thanks RedEye for the help and yep they are also correct.
So I am lost as to what is wrong.
OK all my alterations have now been listed in this thread.
If someone can try them on their server and see if they get the same problem.
I am now suspecting it is a problem in the compile as faint and ROFL have never worked
when sent to other players via the NetworkManager.
~Lazyzim~
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RedEye
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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 10:02 am

Haven't covered the GUI yet. Going to get back to that later today.

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lazyzim

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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 1:10 pm

Code:
 tList.push_back("Stretch");
 tList.push_back("Headswing");
 tList.push_back("Headbang");
 tList.push_back("Buttswing");
 tList.push_back("Howl");
 tList.push_back("Moonwalk");
 tList.push_back("Thriller");
 tList.push_back("Rofl");
 tList.push_back("Roar");
 tList.push_back("Curl");

MagixGui code changed by replacing wingwave with Howl.

Code:
case 7: mUnitManager->getPlayer()->doHeadbang(); break;
 case 8: mUnitManager->getPlayer()->doButtswing(); break;
 case 9: mUnitManager->getPlayer()->doHowl(); break;
 case 10: mUnitManager->getPlayer()->doMoonwalk(); break;
 case 11: mUnitManager->getPlayer()->doThriller(); break;
 case 12: mUnitManager->getPlayer()->doRofl(); break;
 case 13: mUnitManager->getPlayer()->doRoar(); break;
 case 14: mUnitManager->getPlayer()->doCurl(); break;
 case 15: mUnitManager->getPlayer()->doFaint(); break;

OK here is all I did there RedEye.
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RedEye
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PostSubject: Re: Howl and roar for SP   Mon Jun 02, 2014 4:17 pm

add me on skype: --, then we'll figure out some teamviewer or likewise there to debug.

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lazyzim

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PostSubject: Re: Howl and roar for SP   Thu Jun 05, 2014 6:15 am

OK everyone.
This is the fix that RedEye gave me so that my Howl would work.
I will make a complete how to do this thread ASAP but till then here is the fix we used.
Add in the bits with + beside them (do not include the +)
Please backup your solution before doing this.
I junked my copy several times during the process and reverted to copies.
You will need to also add in the code I have listed in the previous comments.

Code:

 Real lipSyncSpeed;
 Real lipSyncCounter;
+ bool isHowlingAnim;
-----------------------
  prevLipSyncAnim = "";
  lipSyncSpeed = 0;
  lipSyncCounter = 0;
+ isHowlingAnim = false;
------------------------
Modify the functions to:
void doRoar()
 {
  if(isDisabled()||isAttacking())return;
  if(!isRoaring())
  {
   changeAnimBase("Roar",1,true,false,false);
   isHowlingAnim = false;
   allocFlags.needsSoundRoar = true;
  }
 }
 bool isRoaring()
 {
  return (animBase=="Roar" && !isHowlingAnim);
 }
 void doHowl()
 {
  if(isDisabled()||isAttacking())return;
  if(!isHowling())
  {
   changeAnimBase("Roar",0.4,true,false,false);
   isHowlingAnim = true;
   allocFlags.needsSoundHowl = true;
  }
 }
 bool isHowling()
 {
  return (animBase=="Roar" && isHowlingAnim);
 }

Hope that all makes sense.
Happy Howling
~Lazyzim~
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