View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0019378 | AI War 2 | Audio Issue | Jan 26, 2018 1:52 pm | Jan 30, 2018 5:03 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.702 Activating Mk1 Grinding Machine | ||||
Fixed in Version | 0.703 | ||||
Summary | 0019378: Finish voice acting selection of best voice to play. | ||||
Description | From Keith: f you want the literal selection do Engine_AIW2.Instance.DoForSelected({delegate that adds 1 to the entry for that VoiceGroup}); To make it heap-static store all the entries in a static ArcenEnumIndexedArray_VoiceGroup<int> or even just an int[] that you zero-out before running the delegate. Then loop over the entry-collection and pick the highest one. If you want to loop over the RelatedEntityIDs of the command itself instead of the literal current selection, you can do so. You get the entity ref for an ID by World_AIW2.Instance.GetEntityByID() . It's very fast, as the underlying collection is designed for that exact use case. And yes, you'd only do this for GameCommand objects where FromActualInputEventOfPlayerID == PlayerAccount.Local.PrimaryKeyID ; that way it's only the local stuff and it's only stuff actually triggered by the player (rather than game commands issued by some automated logic). | ||||
Tags | No tags attached. | ||||
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 26, 2018 1:52 pm | Chris_McElligottPark | New Issue | |
Jan 26, 2018 1:52 pm | Chris_McElligottPark | Status | new => assigned |
Jan 26, 2018 1:52 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 30, 2018 5:03 pm | Chris_McElligottPark | Status | assigned => resolved |
Jan 30, 2018 5:03 pm | Chris_McElligottPark | Resolution | open => fixed |
Jan 30, 2018 5:03 pm | Chris_McElligottPark | Fixed in Version | => 0.703 |
Jul 30, 2024 10:28 am | Chris_McElligottPark | Category | Audio Work => Audio Issue |