well I could help with sfx for that, I have a load of free sfx for this.
At 01:43 a.m. 27/02/2009, you wrote:
>Just to add to this, Kai's point about guns decaying is a great one.
>Something else that would also go a long way toward realistic weapons
>is bullets falling and ricocheting.  True it'd mean finding sounds for
>each surface, but it would give you some more real physics to play
>with, specially if you could take into account water. I've never been
>swimming with a gun, honest, but I'm taking an uneducated guess that
>water messes with velocities and suchlike.
>
>On 2/26/09, Thomas Ward <thomasward1...@gmail.com> wrote:
>> Hi kai,
>> Thanks for the bug report/note. I just wrote it down in the todo file,
>> and I'll take care of that issue for you in Beta 2.
>> Smile.
>>
>>
>> Kai wrote:
>>> Greetings Thom et al.
>>>
>>> The game code isn't taking into consideration the sound being played when
>>> a weapon is fired, and apparently thinks the sound is about 0 seconds
>>> long.
>>>
>>> If you fire the pistol, for example, you have to wait a while before the
>>> pistol sound will play again (simulating pistol speed / delay?). However,
>>> if you keep tapping your firing button even while the sound is playing for
>>> your first shot, you lose ammo, but no further sounds occupy the usage of
>>> said ammo.
>>> Furthermore, I'm not sure that the lost ammo is affecting any damage to an
>>> available target (I unloaded about 20 magnum bullets (only two or three
>>> shots actually sounded) on the cyclops (on intermediate) in this fashion
>>> without ever killing him).
>>>
>>> Given the modular design of the sounds in MOTA, is there a delay function
>>> on slower weapons that will only let the firing button use ammo when it
>>> actually is supposed to? And, in that case, can subsequent sounds for the
>>> same weapon overlap, rather than replace previous sounds?
>>> Reasoning: A weapon's speed/sound is probably pretty short, whereas the
>>> sound's decay time can be long (echo effect). This way, guns would sound
>>> more realistic.
>>> If the sounds were simply to replay themselves, interrupting the previous
>>> shot's decay, you'd have some very cut-off sounds for shots, with
>>> unnatural ending effects.
>>>
>>> Kai
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