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Sound of Stone hit and Catapult thrown


Phalanx
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weird thing about impact sounds is that they're parented to the actor that cast the projectile, I don't know if this is a planned fix or not, but impact sounds as they are can be confusing if you're trying to find out where they're coming from, especially on long range troops

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I think impact sound should come from actor or entity that impacted. This way game can have wooden impact sounds, stone impact sounds, etc. base on the object being impacted. So if a wooden building like a house, it could have "sound impact catapult wood" or something while a stone building like a fortress or stone wall would have "sound impact catapult stone." So the catapult projectile would make different sound base on the impacted structure. Would need some code for a ground thud for missed targets.

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