Poll

What gun would you like to see next?

M1A
5 (12.8%)
M40A5
10 (25.6%)
P90
12 (30.8%)
Kel Tec Sub2000
7 (17.9%)
Other (Specify)
5 (12.8%)

Total Members Voted: 39

Author Topic: Sheepocalypse's Modern Weaponry DISCONTINUED  (Read 26055 times)

I try to keep the guns as realistic as I can. The guns are sized realistically, and any bigger would be unrealistic, but I do see what you mean by them not fitting the hands.
If any of you remember the old 2007 stick figure animations, or Madness Interactive,

The guns were much more detailed than the player themselves. This is what I was going for. Most of the more modern and popular BL weapons look like they're stuck in 2005. I like the more "2015ish" style of weapons.

Isn't there a way to muffle the sounds for ambience? Like have a script that detects players not within the vicinity of another player, and when that player fires the ambient sound for that gun then gets played for the far away player, but not for the player up close.

Isn't there a way to muffle the sounds for ambience? Like have a script that detects players not within the vicinity of another player, and when that player fires the ambient sound for that gun then gets played for the far away player, but not for the player up close.
I've been trying to do something like this with no success.
BF4 ambient gunfire is what I've been trying to use, but I can't seem to get it correctly.

I've been trying to do something like this with no success.
BF4 ambient gunfire is what I've been trying to use, but I can't seem to get it correctly.
http://forum.blockland.us/index.php?topic=258738.0

If you can make this work with the information that the forum users gave to me in this post, i will worship you.

Isn't there a way to muffle the sounds for ambience? Like have a script that detects players not within the vicinity of another player, and when that player fires the ambient sound for that gun then gets played for the far away player, but not for the player up close.

Theres actually easier ways to do this. 1 is using an ambient sound that is played to the whole server
Or 2, you can use fading Audio datablocks that fade out the farther away you travel from the sound position, but youd need some really fancy sound pack to pull that off.
« Last Edit: March 31, 2015, 09:21:43 PM by Ctrooper »