Barotrauma
Hazardous Reactors
 Ten wątek został przypięty, więc pewnie jest ważny
Foxtrot39  [producent] 18 lipca 2021 o 17:06
Suggestion/feedback section
Post suggestion I may or may not implement down the line here along feedback for improvement

Please also explain the reason behind your suggestion or feedback
Ostatnio edytowany przez: Foxtrot39; 27 marca 2022 o 8:23
< >
Wyświetlanie 1-15 z 112 komentarzy
Krzeszny 23 lipca 2021 o 7:49 
Hey, I have a cool one.

You could add a range-based Geiger counter sound to reactors!

- optional: very few clicks outside but close to the radiation radius border
- more clicks if you're within the radiation zone (to inform you that you're close)
- many clicks while being irradiated, irrespective of the radius (I noticed that doors stop radiation)
- very loud clicks while being irradiated next to the reactor
Ostatnio edytowany przez: Krzeszny; 23 lipca 2021 o 7:55
Krzeszny 23 lipca 2021 o 8:25 
Also, I made 2 recolored Iodine variants if you want to make it look different from Carbon:
https://i.imgur.com/dL50vtq.png
https://i.imgur.com/GSqCSSY.png
Foxtrot39  [producent] 23 lipca 2021 o 9:06 
Sadly I don't have many clue on how to make a Geiger counter since I haven't heard anything regarding even the possibility to make something like this in game

Woudl need to detect radiation affliction in the environement or it might be inconsitent depending of the reactors actual radiation AOE range

I'll add the darker iodine next update (wich is when I managed to get the reactor not catch fire during post meltdown repair)
Ostatnio edytowany przez: Foxtrot39; 23 lipca 2021 o 9:14
Krzeszny 24 lipca 2021 o 11:35 
No, I'm not suggesting a Geiger counter. I'm suggesting adding Geiger counter sounds to the reactor :)

The way to implement it would be easy: add looping Geiger counter sound files that play based on your radiation code. Everyone would be always able to hear those sounds. Just assume that every headset has a Geiger counter built-in :)
Ostatnio edytowany przez: Krzeszny; 24 lipca 2021 o 11:37
Foxtrot39  [producent] 24 lipca 2021 o 12:21 
Oh that

Yeah I can add such background sound and adapt it to each range / AOE intensity rather easely

But it will go through the walls so you'll hear it even when safe :/ unless ignore cover ="false" can affect sound but i doubt that

I can otherwise put in a smaller range regarldess of the actual radiation AOE (wich is big but can't go through cover until reactor go below 20%)
Ostatnio edytowany przez: Foxtrot39; 24 lipca 2021 o 12:24
Krzeszny 25 lipca 2021 o 11:27 
Can't you make it scale with radiationsickness speed? Radiationsickness only gets applied if you're not behind cover and by itself radiationsickness is scaled with range.
Ostatnio edytowany przez: Krzeszny; 25 lipca 2021 o 11:30
Foxtrot39  [producent] 25 lipca 2021 o 11:29 
Sadly no, you can hear the reactor alarms through walls, radiation doesn't affect you when closing a door because I set the explosion to take walls into account

I haven't seen any such attribute for sound files nor does adding the same as for the explosion do anything
Ostatnio edytowany przez: Foxtrot39; 25 lipca 2021 o 11:32
Krzeszny 25 lipca 2021 o 11:31 
Oh, so that's how you did it - explosions.
Krzeszny 25 lipca 2021 o 11:32 
How about making it play always when you're getting irradiated (radiationsickness is increasing), based on the speed of getting radiationsickness?
Foxtrot39  [producent] 25 lipca 2021 o 11:35 
Haven't heard anything regarding strength gain threshold attribute, can do check for multiple threshold (so a multistage system) yet not sure if its really possible
Ostatnio edytowany przez: Foxtrot39; 25 lipca 2021 o 11:36
Krzeszny 25 lipca 2021 o 11:38 
I've got another idea if that doesn't work. You could add several layers of explosions, each corresponding to a Geiger counter sound file, and those explosions would apply an invisible affliction that doesn't affect vitality but makes the sound play.

I don't think it'd be a problem that at low range you'll be hearing 4 or so overlapping sounds because most likely you won't hear them overlap.
Ostatnio edytowany przez: Krzeszny; 25 lipca 2021 o 11:39
Krzeszny 25 lipca 2021 o 11:43 
The layered explosions could actually play the sounds by themselves.
Foxtrot39  [producent] 25 lipca 2021 o 12:03 
I have multistage explosion already I can just slap a coresponding soundfile on top of it so you can hear the switch in intensity but it might still be rather anoying so a lot of sound tweaks would be needed to get it right
Krzeszny 28 lipca 2021 o 8:48 
Początkowo opublikowane przez Foxtrot39:
I have multistage explosion already I can just slap a coresponding soundfile on top of it so you can hear the switch in intensity but it might still be rather anoying so a lot of sound tweaks would be needed to get it right
How's it going?
Foxtrot39  [producent] 28 lipca 2021 o 9:35 
was busy bug fixing and forgot
< >
Wyświetlanie 1-15 z 112 komentarzy
Na stronę: 1530 50