Yah, thats one big point we can talk about. If I play a game, which has handheld weapons like Arma or even Counter Strike, I cant play the game while not really "feeling" the weapon. Sounds totally stupid and crazy, but if you have a game like Fallout3, with some... futuristic custom stuff weapons, I'm not getting the feeling of using a weapons, even if the enemy cries out loud, even if I can splatter them... I always feel like, yes, playing PacMan games.
So one big deal is to make the weapon sounds to let you feel the danger of such a weapon. But, as we now already, the Arma Engine is not the greatist and wont let me handle some really importand things:
First: If I want to make the gun totally awesome sounding, like a real powerfull weapon, shooting right in front of my face, whats about the guys right next to me? His weapon would sound the same way... but HE is shooting HIS gun SERVERAL meters away.
Second: Dinner is getting cold...
Third: I have to find a good way, a compromise between this powerfull sound and the right dosage of a thirdperson sound for the guy right next to me. So as always and in MOST or even ALL soundmods, the weapons sounds like thirdperson shooting. Now, with the distancescript, I might be able to get around that big problem.
Fourthly: We were talking about that video right? Oh... sry! I'm not able to get ArtyFly's or any sounds of this sort into the game. I tried with so many entries. BulletFly, SoundFly, SoundEngine and so on... maybe I found a way some time ago, with brought me working BulletBys, like Soniccracks, but now unlimited entries. But I would have to take a good look on this again, how I managed this.
Fifth: Argh great, my dinner is cold now...
Jarhead
Oh mate, hope you will not regret this one day![]()
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