Well, Scripted Pawns call sound functions in particular circumstances e.g
- Code: Select all
BeginAttack:
EnemyReadiness = 1.0;
ReactionLevel = 1.0;
if (PlayerAgitationTimer > 0)
PlayAllianceHostileSound();
The sound function being called is:
- Code: Select all
// ----------------------------------------------------------------------
// PlayAllianceHostileSound()
// ----------------------------------------------------------------------
function PlayAllianceHostileSound()
{
local DeusExPlayer dxPlayer;
dxPlayer = DeusExPlayer(GetPlayerPawn());
if ((dxPlayer != None) && (Enemy == dxPlayer))
dxPlayer.StartAIBarkConversation(self, BM_AllianceHostile);
}
This calls ANOTHER function back in DeusExPlayer which then makes use of an enum in bark manager to play a conversation with the appropriate name e.g Paul_BarkAllianceHostile. If you can make the killer have a function like this in a custom player class (or mutator maybe), you can call it during kills.
Hope that somehow helped. Only way I learned dx coding was to read A LOT of it!
