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Add flop sound when mob flops on ground

objects
Wuzzy 2020-12-05 21:33:37 +01:00
parent c7084cb79a
commit 22a0b107ba
10 changed files with 10 additions and 0 deletions

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@ -2160,7 +2160,9 @@ local follow_flop = function(self)
self.object:set_acceleration({x = 0, y = DEFAULT_FALL_SPEED, z = 0})
local sdef = minetest.registered_nodes[self.standing_on]
-- Flop on ground
if sdef and sdef.walkable then
mob_sound(self, "flop")
self.object:set_velocity({
x = math.random(-FLOP_HOR_SPEED, FLOP_HOR_SPEED),
y = FLOP_HEIGHT,

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@ -151,6 +151,7 @@ functions needed for the mob to work properly which contains the following:
'damage' sound heard when mob is hurt.
'death' played when mob is killed.
'jump' played when mob jumps. There's a built-in cooloff timer to avoid sound spam
'flop' played when mob flops (like a stranded fish)
'fuse' sound played when mob explode timer starts.
'explode' sound played when mob explodes.

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@ -136,6 +136,10 @@ Origin of those models:
* `mobs_mc_blaze_breath.ogg`
* `mobs_mc_blaze_died.ogg`
* `mobs_mc_squid_hurt.ogg`
* [kyles](https://freesound.org/people/kyles/)
* `mobs_mc_squid_flop.*.ogg` (CC0)
* Source: <https://freesound.org/people/kyles/sounds/450830/>
* `mobs_mc_squid_flop.*.ogg` (CC0)
* [thefilmbakery](https://freesound.org/people/thefilmbakery/) (CC0)
* `mobs_mc_blaze_hurt.ogg`
* Source: <https://freesound.org/people/thefilmbakery/sounds/137836/>

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@ -30,6 +30,7 @@ mobs:register_mob("mobs_mc:guardian", {
war_cry = "mobs_mc_guardian_random",
damage = {name="mobs_mc_guardian_hurt", gain=0.3},
death = "mobs_mc_guardian_death",
flop = "mobs_mc_squid_flop",
distance = 16,
},
animation = {

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@ -32,6 +32,7 @@ mobs:register_mob("mobs_mc:guardian_elder", {
war_cry = "mobs_mc_guardian_random",
damage = {name="mobs_mc_guardian_hurt", gain=0.3},
death = "mobs_mc_guardian_death",
flop = "mobs_mc_squid_flop",
base_pitch = 0.6,
distance = 16,
},

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@ -24,6 +24,7 @@ mobs:register_mob("mobs_mc:squid", {
sounds = {
damage = "mobs_mc_squid_hurt",
death = "mobs_mc_squid_hurt",
flop = "mobs_mc_squid_flop",
-- TODO: sounds: random, damage, death
distance = 16,
},