Radius Sounds

oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
edited April 2003 in Mapping Forum
<div class="IPBDescription">for each players</div> When a skulk is running it makes a lot of noise that is easy to identify so the Marines can stop building a structure and get time enough to produce an operational lmg. The same for each player (fades, marines, etc)
And this happens even through a large wall.


Do someone know how large is the radius of this sound emited by a player when running, plz ?

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    I think that radius depends on your sound system and settings.
    And each repeating sound coming from far away fades in in a given time, so you cant really tell "NOW i hear it, and now i dont".
  • oOTOooOTOo Join Date: 2003-04-11 Member: 15401Members
    thx for your answer, Ollj; i will try to find it by myself. I was thinking about the Silo hive (ns_nothing) : when you are in there and waiting on its left side (from the marines base point of view), you can hear a skulk incoming from the vents (from Viaduct usualy). Thats a pity cause if the vent was placed a bit far away, the Marines would hear nothing and the Skulk attacks would be much more unexpected.
  • gagglegaggle Join Date: 2002-12-11 Member: 10568Members
    Hey, just wanted to add that you should remember to consider the imminent 1.1 patch, in that it will change the silenceing-upgrade thing for even more use. Might be cool that the marines can hear aliens in the vent, gets used to that, and then suddenly, oh oh, some aliens have gone for the sneak-upgrade <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Anyway, another thing to consider is that different materials gives off different sounds. Vent travel tends to be quite audible because of that vent-sound that accompanies it.
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