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回報翻譯問題
Silent Hill's radios have maybe a 20-30ft detection range at most, and at the least able to very clearly hear it going off if something was on the opposite end of a large room.
- Putting the static sound louder, because you can't always hear it clearly with the music.
- Increase the range of detection, so the sound could start low, then louder if Z are getting closer.
Actually, the range is so low that you know when Z are on you and it's useful only in interiors or in fog.
Or at least, being able to change range and sound into a menu ingame, or when creating the game ?
also can you please pretty please make a seperate mod that starts the player with the radio, please pretty please.
Many thanks for your works !
i've made a little patch version for including different sounds depends on distance from zombie (like Alien movie ;))
The PZmod framework can't use the SetPitch from Fomod :'( so i split 3 sounds (close, medium and far) and i use the intensity for selecting the correct sound.
Like this :
function SilentHillRadioSoundPlayer:SetIntensity(intensity)
soundFile = 'motion-tracker-beep';
if intensity >= 0.20 and intensity <= 0.50 then
soundFile = 'motion-tracker-beep-fast';
elseif intensity > 0.50 then
soundFile = 'motion-tracker-beep-very-fast';
end
end
contact me at cyberbobjr[at]yahoo[dot]com if you want to get the full modification.
best regards
i wanted a more simple one thou, just a regular Item->When equiped on Hand-> fire function, event on player update, just beep sound 1 if its 5m, sound if its 6,10m, and such
Since yesterday, the Zombie Detector Assembly feature has been lost and cannot be used
I'm currently testing how they work in the base-game CDDA scenario, since the pre-set game scenarios don't allow sandboxes for configuration. So far, The Darkness just hit my survivor, Royalie Feckt, a few days in to CDDA. I'm sure there won't be any serious issues, she just... uh... needs to go outside and get some food. Just... go.. outside... yep! So easy to do and not suddenly scary at all. >_>;