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attempt to trigger heartbeat from sound
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1 changed files with 5 additions and 1 deletions
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@ -90,7 +90,7 @@ public class bHaptics {
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/*
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DAMAGE
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*/
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registerFromAsset(context, "bHaptics/Damage/Body_Heartbeat.tact", PositionType.Vest, "heartbeat", "health", 1.0f, 1.2f);
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registerFromAsset(context, "bHaptics/Damage/Body_Heartbeat.tact", PositionType.Vest, "heartbeat", "health", 1.0f, 1.0f);
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registerFromAsset(context, "bHaptics/Damage/Body_DMG_Melee1.tact", "melee_left", "damage");
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registerFromAsset(context, "bHaptics/Damage/Head/DMG_Melee1.tact", PositionType.Head, "melee_left", "damage");
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@ -131,6 +131,10 @@ public class bHaptics {
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registerFromAsset(context, "bHaptics/Interaction/Arms/Healthstation_L.tact", PositionType.ForearmL, "healstation", "pickup");
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registerFromAsset(context, "bHaptics/Interaction/Arms/Healthstation_R.tact", PositionType.ForearmR, "healstation", "pickup");
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//These are when the game plays the heartbeat pulse sound, which is not triggered by low health
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registerFromAsset(context, "bHaptics/Damage/Body_Heartbeat.tact", PositionType.Vest, "heartbeat_pulse_loop", "heart_sound1", 0.6f, 1.4f);
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registerFromAsset(context, "bHaptics/Damage/Body_Heartbeat.tact", PositionType.Vest, "heartbeat4", "heart_sound2", 0.6f, 1.4f);
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Door_Open.tact", "dooropen", "door");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Door_Close.tact", "doorclose", "door");
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registerFromAsset(context, "bHaptics/Interaction/Vest/Body_Scan.tact", PositionType.Vest, "scan", "environment", 1.0f, 1.15f);
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