• Gun Distance Sounds
    3 replies, posted
This is a rather odd question, but in my servers' weapon base I want to add a bit more dynamic and edge to our battles. In real life, as you get further away from gunfire, it sounds like a muffled pop instead of the crystal clear sound. Spawn an NPC and a Combine both with the SMG. They will start firing at each other. Noclip away from them and the sound turns into a muffled pop. I want to know how to do that with my weapons. I've heard someone talking about sound scripts before, but Google has turned up no useful information. It'd be nice if I was able to make custom muffled sounds for each weapon and use those, but if not I could settle on generic. Any help greatly appreciated.
you could make a function to play a sound based on player distance?
[QUOTE=CrispexOps;34928723]This is a rather odd question, but in my servers' weapon base I want to add a bit more dynamic and edge to our battles. In real life, as you get further away from gunfire, it sounds like a muffled pop instead of the crystal clear sound. Spawn an NPC and a Combine both with the SMG. They will start firing at each other. Noclip away from them and the sound turns into a muffled pop. I want to know how to do that with my weapons. I've heard someone talking about sound scripts before, but Google has turned up no useful information. It'd be nice if I was able to make custom muffled sounds for each weapon and use those, but if not I could settle on generic. Any help greatly appreciated.[/QUOTE] A hack would be setting everyones position near to the firing player, then start the sound and reset their position immediately.
Hmm, did some research into soundscripts. It's the most annoying way to do it, but I guess it's better than having to try to calculate two sounds when I can just use the engine. Thanks anyway.
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