WEBVTT

00:06.850 --> 00:08.140
Welcome back.

00:08.170 --> 00:13.570
Our slingshot goblins looking better and sounding better, but that rock needs a little work.

00:13.570 --> 00:15.310
We need some impact effects.

00:15.460 --> 00:17.410
Now let's find that rock.

00:17.740 --> 00:23.470
If we look in blueprints, ability, system, enemy and go to abilities, here's where we have that

00:23.470 --> 00:24.670
slingshot rock.

00:24.670 --> 00:29.050
And if we take a look at class settings, we see that it's an aura projectile.

00:29.200 --> 00:34.630
Now we have some impact variables here on the aura projectile class.

00:34.630 --> 00:37.540
We have an impact effect and an impact sound.

00:37.780 --> 00:39.730
So let's see what we have in our assets.

00:39.730 --> 00:45.280
I'm going to go to content assets sounds, and here's a slingshot folder.

00:45.370 --> 00:52.210
We have that slingshot fire, but let's go back out to Sounds and Enemies Goblin.

00:52.210 --> 00:54.250
And here we have this rock hit.

00:54.280 --> 00:56.470
We're going to make a sound effect for this.

00:56.470 --> 00:57.730
So back to sounds.

00:57.730 --> 01:00.580
Let's drag in a copy of template multi.

01:02.350 --> 01:10.360
I'm going to need to scroll down to Goblin Rocket and we'll copy template multi into rocket copy here

01:10.720 --> 01:12.760
and call this SFX.

01:14.520 --> 01:17.730
Rock hit and we'll open that.

01:17.760 --> 01:24.180
We'll get our content drawer open and dock it in layout and with our content browser with input array,

01:24.210 --> 01:30.720
we're going to drag in that rock hit, which means we go to Sounds Enemies, Goblin Rock hit.

01:30.760 --> 01:35.400
We'll get these three sounds, we'll drag them into that array, we'll press play.

01:35.670 --> 01:36.960
It's a little loud.

01:36.960 --> 01:42.510
So we're going to close the content browser, select that volume multiplier.

01:42.540 --> 01:44.160
Let's try 0.2.

01:44.160 --> 01:46.350
Let's try 0.15 actually.

01:47.710 --> 01:49.120
That sounds good.

01:49.150 --> 01:55.840
Now we can go back to Slingshot Rock and set that impact sound to our SFX Rocket.

01:56.140 --> 01:58.510
So make sure to select it.

01:58.630 --> 02:00.200
And there we go.

02:00.220 --> 02:02.000
Let's see if that works.

02:02.020 --> 02:03.250
Save all.

02:03.610 --> 02:04.870
Press play.

02:07.090 --> 02:08.530
Seems to be working.

02:08.560 --> 02:11.560
Now we don't hear anything when the rock hits the ground.

02:11.680 --> 02:15.730
And I'd like it to do something when we hit the ground.

02:17.440 --> 02:21.190
And I think this sound effect is a little bit loud still.

02:21.190 --> 02:25.870
So we're going to set it to 0.08, I think personal preference there.

02:25.870 --> 02:29.560
And we are going to make sure we hear that when it hits the ground.

02:29.560 --> 02:34.120
But before that, I want to see if we can even hear it on clients.

02:34.120 --> 02:40.120
So we're going to go to number of players to playing is listen server and I'm going to focus on the

02:40.120 --> 02:41.380
client window.

02:43.540 --> 02:45.820
And I am hearing it, so that's good.

02:47.890 --> 02:50.740
Now we're not getting the sound when it hits the ground.

02:50.740 --> 02:52.480
So I'd like that to happen.

02:52.630 --> 02:58.850
In fact, I don't think we get any effects when our other projectiles hit the ground either.

02:58.870 --> 02:59.800
No, they don't.

02:59.830 --> 03:07.810
So for that reason, really, I think what we could do is we can take the ground tiles and really,

03:07.810 --> 03:15.940
I'm just going to select them all here in the outliner from the bottom all the way up to the first tile

03:16.600 --> 03:18.520
with all of these selected.

03:19.100 --> 03:21.380
Let's take a look at their collision settings.

03:22.230 --> 03:28.860
Collision presets we can set to custom and it looks like we're blocking all including visibility here

03:28.860 --> 03:30.720
except for projectile.

03:30.990 --> 03:36.900
It needs to at least be overlapped for projectile and we need to generate overlap events.

03:37.050 --> 03:39.060
Let's see what happens now.

03:39.720 --> 03:42.420
I'm going to save all first press play.

03:49.880 --> 03:51.890
Let's get out of the way so they miss.

03:52.010 --> 03:55.940
And yes, we're getting those sounds when the rocks hit the ground.

03:55.940 --> 03:56.750
Perfect.

03:56.930 --> 03:59.930
Now, that's just one of the impact effects.

03:59.930 --> 04:03.710
But another impact effect that I'd like to have is a visual one.

04:04.070 --> 04:11.120
So let's see in our assets, if we have a visual effect, we're going to go to effects and combat.

04:11.120 --> 04:15.170
And here we have combat slingshot impact.

04:15.170 --> 04:20.990
And here's what it looks like, just a kind of little blast of slingshot rocks.

04:20.990 --> 04:22.040
Let's see if I can get it.

04:22.040 --> 04:23.000
There it is.

04:23.000 --> 04:28.130
So I'm going to set that so I have slingshot impact selected.

04:28.130 --> 04:32.060
We'll go to Slingshot Rock and we'll set that.

04:33.000 --> 04:34.440
Let's see if we get it.

04:39.200 --> 04:40.420
Kind of full screen.

04:40.430 --> 04:41.420
The client.

04:41.450 --> 04:43.880
I'm seeing it on the client.

04:45.450 --> 04:49.560
Let's see if we get it on the server and we're getting it on the ground as well.

04:56.460 --> 05:00.060
And that's actually a great deal more entertaining.

05:03.120 --> 05:05.610
So I think that's looking pretty good.

05:05.670 --> 05:09.250
Now, we might be spawning the effect multiple times.

05:09.270 --> 05:15.120
You can kind of hear that characteristic sound when a sound is played more than once.

05:15.180 --> 05:20.100
So I'm going to go into Aura Projectile and just make sure that we're not doing that.

05:20.190 --> 05:28.620
So an actor or a projectile we have on Sphere Overlap and we're playing the sound.

05:28.620 --> 05:32.730
If be hit is false, then checking for authority.

05:32.940 --> 05:34.980
Applying the gameplay effect.

05:34.980 --> 05:39.060
If we don't have authority, we're setting be hit to true.

05:39.180 --> 05:45.570
Now we're using be hit to prevent ourselves from playing these effects multiple times.

05:45.570 --> 05:48.130
So really we should be setting it to true.

05:48.150 --> 05:50.640
If we've played the sound and spawned the system.

05:50.640 --> 05:50.940
Right.

05:50.940 --> 05:57.630
So I'm just going to set be hit equal to true here and we're going to make sure we set it to true everywhere.

05:57.630 --> 06:00.780
We're spawning the effect and playing the sound.

06:00.840 --> 06:03.100
That's also going to be in destroyed.

06:03.130 --> 06:05.170
We'll go ahead and just set it here anyway.

06:05.200 --> 06:11.790
Be hit equals true, even though it's about to be destroyed.

06:11.800 --> 06:18.520
I think that will definitely prevent us from playing the sound twice and spawning the system twice.

06:19.280 --> 06:20.840
Let's run and debug mode.

06:22.370 --> 06:25.160
Okay, so I can click open.

06:25.850 --> 06:29.330
Okay, so I'm going to press play here on the client.

06:29.330 --> 06:30.680
We'll test it out.

06:32.190 --> 06:33.900
Looks and sounds great.

06:37.210 --> 06:42.220
And it's working on the server as well.

06:44.270 --> 06:50.330
Okay, so now it looks like we've got combat polished up for our slingshot.

06:51.520 --> 06:53.770
So our slingshot enemy is done.

06:54.280 --> 06:58.360
Now we can polish up our other enemies, and we'll do those next.

06:58.870 --> 06:59.920
Great job.

06:59.950 --> 07:01.150
I'll see you soon.
