All language subtitles for 19. Damage sounds

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These are the user uploaded subtitles that are being translated: 1 00:00:03,620 --> 00:00:09,260 In this video, we're going to have in a few more characters, and then we're going to have a damage 2 00:00:09,260 --> 00:00:10,400 system for our player. 3 00:00:10,790 --> 00:00:14,540 OK, so at the moment, we only have two of each character. 4 00:00:14,550 --> 00:00:18,740 So what they want is effectively a total of four of each characters. 5 00:00:18,740 --> 00:00:20,420 That gives us a total of 12. 6 00:00:20,870 --> 00:00:21,260 All right. 7 00:00:21,260 --> 00:00:28,160 So and the first thing I'm going to do is create a new empty game object, know, simply call this animes. 8 00:00:28,730 --> 00:00:30,590 That way we can keep them all together. 9 00:00:31,130 --> 00:00:34,760 OK, I'll just zero out the position. 10 00:00:35,210 --> 00:00:36,350 I always like to do that. 11 00:00:37,490 --> 00:00:43,320 And then we're going to take all of our enemies, put them in their. 12 00:00:48,050 --> 00:00:53,090 And then furthermore, inside of our enemies game object, create another empty game object. 13 00:00:53,570 --> 00:00:59,070 Let's call this zombies, create another one. 14 00:00:59,120 --> 00:01:01,220 So right click, create a.. 15 00:01:02,000 --> 00:01:02,720 Let's call this. 16 00:01:03,120 --> 00:01:07,610 But right click, create another empty. 17 00:01:07,610 --> 00:01:09,080 And let's call this ghosts. 18 00:01:09,710 --> 00:01:17,390 The reason why I do this is so that I'm sure it's going to be rendering the exact same objects in sequence. 19 00:01:17,960 --> 00:01:18,320 All right. 20 00:01:18,330 --> 00:01:21,770 So it's not going to have to switch shaders. 21 00:01:22,130 --> 00:01:23,300 I've spoken about before. 22 00:01:25,160 --> 00:01:32,300 I mean, the zombie character is using the same shader as the back, to be honest, this the mobile. 23 00:01:32,990 --> 00:01:37,210 But I know the ghost is using a very different shader. 24 00:01:37,230 --> 00:01:39,890 So that one's using the mobile particles additive. 25 00:01:40,490 --> 00:01:47,810 So as long as they're in sequence, it just frees up performance for your and processor and your graphics 26 00:01:47,810 --> 00:01:48,140 card. 27 00:01:48,770 --> 00:01:51,350 So ghosts go onto ghosts. 28 00:01:51,600 --> 00:01:54,070 But on Tebartz zombies. 29 00:01:54,090 --> 00:01:55,010 Onto zombies. 30 00:01:59,360 --> 00:01:59,840 There we go. 31 00:01:59,960 --> 00:02:00,880 All right, that's a lot better. 32 00:02:01,850 --> 00:02:05,690 So let's add some more zombie characters then controlling the. 33 00:02:09,430 --> 00:02:16,180 Well, in a little bit further analysis, a little bit closer and control and another one. 34 00:02:20,670 --> 00:02:22,230 This will maybe further back. 35 00:02:23,130 --> 00:02:28,620 And you might want to check this out in the simulator as you doing this to see what this looks like 36 00:02:28,860 --> 00:02:29,700 now, looks fine. 37 00:02:30,430 --> 00:02:33,510 OK, and our ghosts from the. 38 00:02:40,770 --> 00:02:44,820 This one here in front of the zombie. 39 00:02:50,510 --> 00:02:57,520 And then another one, control and again, let's put on the back here. 40 00:02:59,410 --> 00:03:02,560 OK, and then the bots control and de. 41 00:03:05,680 --> 00:03:07,240 Put on over here. 42 00:03:09,960 --> 00:03:10,720 Jolanda. 43 00:03:12,030 --> 00:03:15,990 And maybe put on all the way over here like this. 44 00:03:16,290 --> 00:03:19,710 OK, so now we've got four of each characters. 45 00:03:22,530 --> 00:03:30,630 So what they want to do is in the script where I the if goes on screen less than two and no one to make 46 00:03:30,630 --> 00:03:31,620 that less than four. 47 00:03:32,250 --> 00:03:32,960 OK, same. 48 00:03:33,270 --> 00:03:37,980 But on screen, less than four and zombies on screen less than four. 49 00:03:38,880 --> 00:03:44,100 So when they scroll right up to the top and it says zombies on screen, you want to make up for to begin 50 00:03:44,100 --> 00:03:44,370 with. 51 00:03:44,550 --> 00:03:49,560 That's on screen for ghosts and screen for whatever numbers we've got. 52 00:03:51,200 --> 00:03:56,130 And I think because I made those public, actually, I need to change those in the inspector as well. 53 00:03:58,180 --> 00:04:03,100 You might change them in the script, but then when you check the inspector, it's still too. 54 00:04:03,550 --> 00:04:06,430 All right, so that can catch a few people out. 55 00:04:07,660 --> 00:04:08,200 There we go. 56 00:04:08,530 --> 00:04:11,110 And yep, everything else is good. 57 00:04:12,580 --> 00:04:15,910 OK, so now a lot more characters. 58 00:04:16,480 --> 00:04:19,450 I might actually want my zombies just to move a little bit quicker. 59 00:04:19,900 --> 00:04:21,380 So let's say almost on this. 60 00:04:21,910 --> 00:04:27,370 And the speed zero point twenty five might make that about zero point five. 61 00:04:27,790 --> 00:04:28,120 All right. 62 00:04:28,120 --> 00:04:31,630 So twice as fast as they were previously. 63 00:04:32,410 --> 00:04:37,180 And now in the mobile game resources, you've got some sound effects. 64 00:04:37,190 --> 00:04:40,210 We've got a bat attack bite and Ghosttown. 65 00:04:40,900 --> 00:04:46,930 OK, so those are going to be the attacks for each type of creature on the target. 66 00:04:47,420 --> 00:04:51,190 Well, I want to do is other components of audio source. 67 00:04:54,810 --> 00:04:56,940 I don't want it to play in the wake and I don't want it to loop. 68 00:04:57,090 --> 00:04:58,380 Do you want it to be too DBI? 69 00:04:58,380 --> 00:05:02,020 I actually don't want to drag any of these sounds into the audio clip. 70 00:05:02,040 --> 00:05:03,390 We'll leave that as not. 71 00:05:03,990 --> 00:05:08,730 And then inside of the script, we're actually going to add those dynamically. 72 00:05:09,360 --> 00:05:09,810 OK. 73 00:05:09,840 --> 00:05:13,410 Does this mean that we have to add a new script? 74 00:05:15,240 --> 00:05:20,220 So right click create and you see script. 75 00:05:20,610 --> 00:05:24,570 I'm going to call this one and damage. 76 00:05:29,410 --> 00:05:30,610 Just open this one. 77 00:05:33,070 --> 00:05:37,270 So inside of damage, we actually don't need an update or a start. 78 00:05:37,630 --> 00:05:38,980 Get rid of those completely. 79 00:05:39,670 --> 00:05:42,400 We do need access to that audio source. 80 00:05:42,640 --> 00:05:45,490 So public offsite audio source. 81 00:05:50,630 --> 00:05:56,730 I'm going to call it, uh, damage sound player. 82 00:05:58,920 --> 00:06:00,990 Oh, actually, damage sound will be fine. 83 00:06:01,530 --> 00:06:05,320 OK, then we need access to all three sound files. 84 00:06:05,340 --> 00:06:07,680 So I'm going to say public audio clip. 85 00:06:10,170 --> 00:06:13,050 And first one was, quote, backbite. 86 00:06:15,110 --> 00:06:21,110 Public audio clip is this Ghosttown 87 00:06:24,110 --> 00:06:26,150 public audio clip? 88 00:06:28,390 --> 00:06:35,180 Let's call it zombie attack or maybe zombie bites, actually. 89 00:06:38,690 --> 00:06:40,480 A file and save us. 90 00:06:47,330 --> 00:06:50,660 On the target, I can now drag on the damaged script. 91 00:06:51,230 --> 00:06:51,740 Here we go. 92 00:06:52,130 --> 00:06:59,280 The audio source is going to be this one and sound files are going to be these. 93 00:06:59,300 --> 00:07:02,420 OK, so bat attack is the backbite flesh bite. 94 00:07:02,450 --> 00:07:04,160 This is a zombie bite and ghost. 95 00:07:04,160 --> 00:07:05,300 How old is the ghost? 96 00:07:05,300 --> 00:07:05,630 How? 97 00:07:06,200 --> 00:07:12,290 So now that we've got access to them, we can dynamically just place those into the audio clip section 98 00:07:12,800 --> 00:07:18,050 and get it to play this target as a box collider, which is a trigger. 99 00:07:18,470 --> 00:07:19,130 Now we're going to do. 100 00:07:19,160 --> 00:07:25,820 We're going to listen out for a zombie abat or ghost, and we're going to do that using the on trigger 101 00:07:25,820 --> 00:07:26,240 enter. 102 00:07:27,410 --> 00:07:35,570 So if I type void on trigger or enter, just press, enter or return to autocomplete and a lot of all 103 00:07:35,570 --> 00:07:36,320 the other stuff. 104 00:07:36,950 --> 00:07:40,070 So it's going to listen to the collider that was collided with it. 105 00:07:40,070 --> 00:07:49,930 It's going to register it in this variable called although we need to say if all the dots compare tag 106 00:07:51,470 --> 00:07:54,290 is let's say, but. 107 00:07:56,380 --> 00:07:56,770 OK. 108 00:07:56,920 --> 00:08:03,580 That is the case, and we're going to say damage sound dot klint. 109 00:08:09,200 --> 00:08:10,910 Damage sound daft. 110 00:08:14,400 --> 00:08:15,300 Audio clip. 111 00:08:19,340 --> 00:08:20,000 Oh, there it is. 112 00:08:20,060 --> 00:08:20,470 OK. 113 00:08:21,090 --> 00:08:23,480 I thought it was Klip equals. 114 00:08:24,950 --> 00:08:26,450 This is the bat, isn't it? 115 00:08:26,450 --> 00:08:33,950 So it's the bat died and that will effectively just load that bite in the OK. 116 00:08:36,200 --> 00:08:37,670 And then all we need to do is play. 117 00:08:37,940 --> 00:08:41,720 So damage sound dot play. 118 00:08:44,250 --> 00:08:50,280 That will play once and it will play that OK, and we need to do the same for the other characters control 119 00:08:50,280 --> 00:08:52,880 and see drone control and be. 120 00:08:52,910 --> 00:09:00,180 So now if we say it is ghost and it's going to load in the ghost howl. 121 00:09:10,280 --> 00:09:16,430 And then if it is zombie, it's going to load in the zombie bite. 122 00:09:24,010 --> 00:09:24,520 There we go. 123 00:09:24,760 --> 00:09:28,810 All right, so that will then dynamically load those different sound files. 124 00:09:29,900 --> 00:09:37,900 And now if we do get attacked by these creatures, we want some kind of a visual display on screen shows 125 00:09:37,900 --> 00:09:38,920 that we've been attacked. 126 00:09:39,460 --> 00:09:45,490 And that's where we of the art by candles, Halloween icons. 127 00:09:46,300 --> 00:09:51,840 So if you go in textures and we take a look at the medium ones, we've got all these nice little textures. 128 00:09:51,850 --> 00:09:54,490 So we've got a bat and a ghost. 129 00:09:54,910 --> 00:09:58,000 And then obviously I've got a zombie scratch as well. 130 00:09:58,330 --> 00:09:59,500 I'll show you in a second. 131 00:09:59,980 --> 00:10:13,150 So on our canvas, want to do is right click UI new image drag in that set native cyes. 132 00:10:13,780 --> 00:10:16,210 It's not a rakas tailgate because we don't need to click on it. 133 00:10:16,270 --> 00:10:17,680 It's just a simple image. 134 00:10:18,700 --> 00:10:20,540 And that will then get loaded. 135 00:10:20,540 --> 00:10:21,370 So let's 136 00:10:24,250 --> 00:10:25,450 pull up that image. 137 00:10:26,650 --> 00:10:30,820 Switch it off and right click UI. 138 00:10:31,180 --> 00:10:32,200 New image. 139 00:10:33,250 --> 00:10:34,840 This one's going to be grave. 140 00:10:35,990 --> 00:10:38,440 Set native sized, not a rakas target. 141 00:10:38,770 --> 00:10:42,220 And let's call this ghost image. 142 00:10:47,260 --> 00:10:52,410 Let's again switch that off, and the last one is in the mobile game resources. 143 00:10:52,500 --> 00:11:04,330 It's this scratch canvas, right click UI image, Estragon, scratch set size. 144 00:11:04,420 --> 00:11:06,370 There we go, another Rakas target. 145 00:11:06,490 --> 00:11:07,780 And let's call this. 146 00:11:10,090 --> 00:11:11,320 Zombie image 147 00:11:14,140 --> 00:11:15,610 and switch it off to begin with. 148 00:11:15,880 --> 00:11:16,690 All right, excellent. 149 00:11:16,990 --> 00:11:27,340 So now in a script, Dummett script can actually and in fact, we don't need to do this actually in 150 00:11:27,420 --> 00:11:30,310 in the in this script. 151 00:11:30,310 --> 00:11:32,440 We can do that in may be easier. 152 00:11:33,160 --> 00:11:40,030 What we do need to do is that if we get attacked by any other creature, as soon as he hits the box 153 00:11:40,030 --> 00:11:43,900 in front of the player, the target is going to switch off the character. 154 00:11:44,320 --> 00:11:47,110 OK, so we're going to say this, whatever. 155 00:11:48,190 --> 00:11:48,760 Actually, no. 156 00:11:49,030 --> 00:11:52,870 This to say, oh, the dart game object. 157 00:11:53,710 --> 00:11:57,220 It's still active to false. 158 00:11:58,960 --> 00:12:05,290 OK, so whatever hit, we're going to find the game object that's touched to I'm going to set that to 159 00:12:05,290 --> 00:12:08,200 false, simply going to switch it off. 160 00:12:10,700 --> 00:12:15,650 Let's just test this to begin with to make sure that the sounds play and the actual characters do switch 161 00:12:15,650 --> 00:12:15,920 off. 162 00:12:16,580 --> 00:12:23,240 So when you go to the game, you know, on mute audio, a simulator, let's just test this. 163 00:12:29,780 --> 00:12:31,460 It might take a while for them to get here. 164 00:12:51,290 --> 00:12:56,630 As we can see with the zombies, why didn't it work with the other creatures? 165 00:12:57,970 --> 00:12:58,600 Ghost. 166 00:13:00,330 --> 00:13:00,890 But. 167 00:13:03,190 --> 00:13:14,530 Now I know why first is zombies and rigid body on them, OK, and without your body just won't register 168 00:13:14,530 --> 00:13:16,180 that there's been a collision taking place. 169 00:13:16,210 --> 00:13:17,830 So on all of our ghosts. 170 00:13:18,430 --> 00:13:21,520 What are the components of Richard? 171 00:13:21,640 --> 00:13:21,850 Well. 172 00:13:23,770 --> 00:13:27,190 Make sure it's kinematics of don't fall instantly to the ground. 173 00:13:27,880 --> 00:13:35,980 Same with our bats out of which body make those kinematic save and test again. 174 00:13:49,640 --> 00:13:51,430 Whoo, whoo! 175 00:13:53,470 --> 00:13:54,570 Whoo! 176 00:13:58,960 --> 00:13:59,530 Excellent. 177 00:13:59,830 --> 00:14:01,270 OK, so now it's working. 178 00:14:01,540 --> 00:14:05,140 As you notice, they get switched off, but they don't get switched back on again. 179 00:14:05,470 --> 00:14:07,360 We're going to deal with that shortly. 180 00:14:07,900 --> 00:14:11,500 So I think in the next video, what we're going to do, we're going to move back over to the main script 181 00:14:11,800 --> 00:14:20,890 and deal with it when the actual characters of attack you and then get them to respond in, get them 182 00:14:20,890 --> 00:14:22,600 to actually damage the player. 15421

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