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RFE: Sounds for different hit groups #5

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foobarhl opened this issue Jul 27, 2013 · 3 comments
Open

RFE: Sounds for different hit groups #5

foobarhl opened this issue Jul 27, 2013 · 3 comments

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@foobarhl
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I was mulling over the idea of having different sounds for different hit groups. HL2:CTF has it inbuilt with head, shoulder and leg (iirc) sounds.

I'm happy to work on this but to do so for hl2dm would require using sdkhooks to detect the hitgroup, as the HG isn't included in the player_hurt event.

@chanz
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chanz commented Jul 29, 2013

As long you mark sdkhooks as optional its fine to do so. I didn't know sdkhooks can detect hitgroups.

But lets rethink what a player wants to hear as information for doing hits/damage and what he is capable of understanding. I think its hard to hear different sounds and distinguish between them. So sticking to one sound or at least a few, should be our goal.

I think a good idea would be to pitch the sound up or down for good or bad hits. A low tune means you just hit a foot or hands etc. a higher sound could indicate a headshot. But doing this with hitgroups is not so great, well its fun to make and great to see it work, but as information provided to the player its not as important.

So knowing this I'm coming to the conclusion a good or bad hit should be the following:
Below 35 damage -> bad hit.
Over 85 damage -> good hit.
Between normal hit.

So even when doing damage with grenades or in other games with rockets etc. this can indicate how well I'm doing by killing my enemy. At the same time I'm able to distinguish between headshots and other body hits.

@foobarhl
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I think I was running with the assumption that headshots would be the highest damage (and thus highest tone) vs other parts. I agree it would be better to explicitly sound out based on amount of damage than make assumptions about what constitutes a "good" or "less good" hit.

I think the differing audio feedback would be valuable to some players. Everyone uses their senses differently.

I don't have an ETA for when I'll be able to commit changes to implement this as I have a number of other projects on the go. Perhaps for now let's just leave this as a feature to be implemented at some point in the future.

Thanks!

@foobarhl
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foobarhl commented Aug 6, 2013

I have a preliminary version (2.1) that implements this functionality. There are some other issues I spotted as well that need to be addressed before I do a pull request. Feel free to review my branch.

foobarhl@0fddbe3#addons/sourcemod/scripting/damagesound.sp

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