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Posted (edited)

EDIT: This mod is now part of the TDM Modpack.

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Fellow taffers,

I would like to pause impact sounds of an object while holding it. Impact sounds go back to normal as soon as the player is no longer holding that object.

I guess we have to toy with snd_bounce entity definitions but, where / how would you implement such a thing in the code via script?

elephant.jpg

Edited by snatcher

TDM_Modpack_Thumb_51.png.748522d7ee2ef4ae4c47f52887da2c66.png

Posted

The code reads out snd_ spawnargs every time a sound needs to be made. What you can do is:

  1. Every frame check what entity the player is grabbing.
  2. If there is an entity, cycle through all spawnargs with the snd_bounce prefix, temporarily store them by setting them as new spawnargs with a different prefix, then set them to "silence".
  3. If the entity is no longer the currently grabbed entity, restore the spawnargs.

Apart from the TDM Script Reference, this section of the A to Z Scripting guide is also relevant.

Posted

You can find attached in this post a working example: moveable items won't make any noise when in contact with the environment for as long as you are holding them. Exception: bodies.

What do you people think?

In TDM you have to be extremely careful when handling objects and I was never sure this was supposed to be a "for-fun feature" or one of those "realism" things. A couple of days ago I was looking to move a crate upstairs and I made a big mess. I hadn't saved in a while and I was a little annoyed.

Object handling in TDM is a little clumsy: it is difficult to determine volumes and distances and one little impact with your surroundings can (and will) alarm nearby AI. I personally expect my protagonist to be a little graceful regardless of how good or bad I do with my mouse.

quiet_handling_v0.1.zip

TDM_Modpack_Thumb_51.png.748522d7ee2ef4ae4c47f52887da2c66.png

  • 2 weeks later...
Posted

Yes, with new changes you can hold Creep button, and you'll surely get not sound from moving/rotating an item.
And I recall I added a cvar to configure whether this happens always, on walk, on creep, or never.

  • Like 2

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