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31st normandy mod for ArmA2: Mortar improvements

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Uploaded by on Apr 10, 2010

31st normandy mod for ArmA2: Mortar improvements: Incoming whistle sound added which changes pitches at various distances. Sound also fades when shot is out of hearing range. Distant "thump" added for long shots

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  • @jamieee321 When we make these addons, we discuss these issues within our group. To script or not to script was discussed while in the build process. Were not going to add overhead where the game engine doppler effect handles the sound issue with the mortar sufficiently. There is no need to script.

  • @rip31st Such script would not even touch the server, it would only make sense to make them client-sided. To cancel out the nearObjects script this (if possible) could also be initiated on the actual projectile itself, only then would you have to calculate the distance between the projectile and player. Which is also very little amount of overhead, since the script will only run whilst a round is alive. I am in no way saying you SHOULD make this as a script only discussing the possibilities.

  • @rip31st to reproduce this effect with little overhead, finicky players will have to deal with it. Most players however, will enjoy it. I'm sure of it.

  • @rip31st Mortars in real life have fins that create friction, that create this unique sound dependant upon position of a person relative to it. Whether anyone likes it or not, in real life they are making this sound the entire time they are in flight by pushing air around them whether or not you hear it.

  • @rip31st I just want to finalize this with: One of the number one complaints about video games these days are FPS. Everyone is worried about FPS. So why go adding a script that's going to create overhead. The whole idea, the whole concept of the mod, if you read the thread, is all about the mutliplayer environment.

  • @jamieee321 Again, that's too much overhead in a multiplayer environment. Having a script constantly check nearest objects and play sounds related to them...WHAT IF...There are 20 players scattered over a 400m area, 5 rounds are fired from a mortar. There's 100 objects resident in memory. Why bother with this server killing scripting when the game engine can do it all anyway with a doppler effect?

  • @rip31st The script shouldn't be too difficult. From the top of my head, I can outline that using nearestobjects or something similar and various other parameters in a loop to find the projectile classname to trigger the sound. The calculations needed should be relatively small and a sleep delay of around one second should be sufficient.

    Additionally you could use something like ACE planefx for the flyby sounds. Take a look if you're interested.

  • @jamieee321 The problem with adding additional scripting that adds a bunch of calculations to predict there the round will land adds a lot of unecessary overhead. There are way to many variables involved for proper implementation.

  • @rip31st I'm sure there's a way to get the whistle sound working fine via script.

  • This however achieves a undesired result with a 2+ second lag from the actual explosion to when you hear the whisting sound beginning until you hear the round explode.  Plus you have to factor in the game adds for sound heard over distance. So if you add the whistling sound to the round explosion, the potential lag could be severe over long distance mortar shots.

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