ProjectsWhat's NewDownloadsCommunitySupportCompany
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
Need help with scripting ideas for audio!

« Previous 10 events | 1 2 3 4 | All Messages
Posted by/on
Question/AnswerMake Newest Up Sort by Descending
  08:35:06  23 December 2012
profilee-mailreply Message URLTo the Top
Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
^

I don't think it's a good idea to double the amount of weapons and sounds needed for such a small effect. Isn't switch distance pretty low in Shadow of Chernobyl, like 100 or 150? The max combat distance in xr_combat_ignore is probably 100 so it will only be noticeable when NPCs attack enemies. Lot of work for something that will probably go unnoticed to most players unless they are extreme audiophiles.

Can what he suggested be done in the engine without scripts?
  19:17:29  24 December 2012
profilee-mailreply Message URLTo the Top
NatVac
Senior Resident
 

 
On forum: 06/15/2007
Messages: 4302
>> I don't think it's a good idea to double the amount of weapons and sounds needed for such a small effect.

The original idea would quadruple weapons and sounds, maybe. My off-the-cuff consideration would only double the sounds for the weapons, and the load on the engine should be minor as one of the sounds would not be played at all for NPCs beyond the maximum distance for the sound. Same sound for weapon_npc_0m as for player (so no need for another sound), with attenuation quieting that sound over distance letting the other sound take over (eliminating weapon_npc_15m and weapon_npc_50m as well), with no duplication of any weapons.

>> Can what he suggested be done in the engine without scripts?

My suggestion was a way to use the engine's sound attribute management, but I don't know how useful it would be toward accomplishing what Daemonion wants.
  23:51:34  26 December 2012
profilee-mailreply Message URLTo the Top
Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
Messages: 567

---QUOTATION---
I don't think it's a good idea to double the amount of weapons and sounds needed for such a small effect. Isn't switch distance pretty low in Shadow of Chernobyl, like 100 or 150? The max combat distance in xr_combat_ignore is probably 100 so it will only be noticeable when NPCs attack enemies. Lot of work for something that will probably go unnoticed to most players unless they are extreme audiophiles.
---END QUOTATION---


While I can understand your point, it is really important to me to have the weapon audio differentiate between 1st person and 3rd person. However, as far as HOW that is best accomplished, I am absolutely open to discussion

NatVac,
Your idea is interesting; I'll have to test it when I get home. However, I do not know how to get the game to trigger multiple sounds at the same time for one action, if I understand you correctly.

You are talking about one action (say, a gun shot) triggering two or more separate sound which are commented to have different attenuation properties?


In short, though, I really do want the audio to change based on perspective to the gunfire. With your help, Alundaio, the current script work is hacky, but it works. I am just trying to improve it a little bit (via distance scripting) and I don't mind the extra workload.
  17:04:04  27 December 2012
profilee-mailreply Message URLTo the Top
Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
But it's more complicated then you think and it won't look right when the actor sees the NPC switching out weapons. Every time the weapon needs switched you have to either turn the NPC offline or make the NPC drop his weapon, manipulate it's packet, then put it back in his inventory and make him equip the weapon. This is because you have to clone all the properties of the old weapon otherwise ammo and addons will disappear. Then you have to make sure that when the NPC drops the weapon that it's switched when actor picks it up.

Since I've recently became part of the active development team for Misery 2, I don't have the time to help much unless it's something little or in-line with something I need.
 
Each word should be at least 3 characters long.
Search:    
Search conditions:    - spaces as AND    - spaces as OR   
 
Forum Index » S.T.A.L.K.E.R.: Shadow of Chernobyl Forum » Mod discussion
 

All short dates are in Month-Day-Year format.


 

Copyright © 1995-2021 GSC Game World. All rights reserved.
This site is best viewed in Internet Explorer 4.xx and up and Javascript enabled. Webmaster.
Opera Software products are not supported.
If any problem concerning the site functioning under Opera Software appears apply
to Opera Software technical support service.