0
Planned

Audio Empty Suggestion

Crispy 2 weeks ago in Shooter updated by Marti (Lead Developer) 2 weeks ago 1

Currently it plays the Audio Empty before reloading. But the usual behavior with auto reloading should be: If there's more Ammo -> Reload -> else play Audio Empty. Without auto reloading, semi-auto will work fine, but for automatic fire the usual behavior is this: The player holds down the shoot button -> weapon fires till empty -> on empty, there may or may not be an Audio Empty (usually Audio Empty is used to give the player some sort of feedback when he tries to shoot when the mag is empty -- personally I won't have an Audio Empty upon emptying the mag, but only if the player keeps on trying to shoot) -> let's say the player keeps on trying to shoot even though he hasn't reloaded -> every On Mouse Down, there should only be ONE Audio Empty (nobody wants to hear the Audio Empty at 400 RPM).

Unity version:
Game Creator version:
1.0.4

Answer

Answer
Planned

Agree that if there's still ammo in the pouch and the weapon is set to automatically reload, the empty sound effect shouldn't play. However, if your weapon is set to auto and you have no ammo left neither in the magazine or the pouch, the sound effect will be triggered every time you try to shoot. If you don't want this behavior, you'll have to add a Condition that checks whether there's enough ammo and just play it once.

Answer
Planned

Agree that if there's still ammo in the pouch and the weapon is set to automatically reload, the empty sound effect shouldn't play. However, if your weapon is set to auto and you have no ammo left neither in the magazine or the pouch, the sound effect will be triggered every time you try to shoot. If you don't want this behavior, you'll have to add a Condition that checks whether there's enough ammo and just play it once.