I've noticed that most weapons, if not all, do not make a sounds on impact. I believe it would be cool if you could hear HEMG's explosions on your tank, and those metal sound, you know, like you are being damaged etc. But, problem is, considering that sound crashes in a 10vs10 heavy battle, it would crash even sooner. I guess it would not work then. Maybe that is the reason waepons do not have impact sounds (mostly mgs of course) However it would be cool if cannons' explosions varied depending on the material they hit. Dirt, metal, concrete, sand, snow and like. I think that is possible and does not effect performance.
Probably not but honestly i find it difficult to imagine that someone would butcher some audio enough to make it sound legit in game. Actual audio files sound NOTHING like they do in game. If were theoritising though, it be nice to have different particles depending on what stuff hits what surface as well.
http://wiki.empiresmod.com/index.php/ArmorScripts Specifically, "Sound impact". I don't think anyone even tried it out. Feel free
I know that. What am I supposed to do? Add sounds? I can't. Actually I know weapons have the sound impact thing, did not notice on armours.
Confused. The weapon scripts I work on do have "Impact Sound", you mean it is not supported in the code?
Isn't there anything that can be done about this? new sound manager? Or it's a source engine problem?
The problem is physics sounds. So even if you add in a sound for a certain weapon you will also hear the physics sound. Physics sound = surfaceproperties.txt example "metal" is sheet metal "solidmetal" { "density" "2700" "elasticity" "0.1" "audioreflectivity" "0.83" "friction" "0.8" "stepleft" "SolidMetal.StepLeft" "stepright" "SolidMetal.StepRight" "impacthard" "SolidMetal.ImpactHard" "impactsoft" "SolidMetal.ImpactSoft" "scraperough" "SolidMetal.ScrapeRough" "scrapesmooth" "SolidMetal.ScrapeSmooth" "bulletimpact" "SolidMetal.BulletImpact" // "strain" "SolidMetal.Strain" "gamematerial" "M" }
Angry has promised sexual favours for anyone who implements full FMOD support in the Source engine. Just sayin'