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Stop using audibleFire for hearing #619

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KoffeinFlummi opened this issue Apr 15, 2015 · 6 comments
Closed

Stop using audibleFire for hearing #619

KoffeinFlummi opened this issue Apr 15, 2015 · 6 comments
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@KoffeinFlummi
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To prevent AI mods and shitty Arma 2 ports from breaking hearing, use some kind of cocktail of CfgAmmo parameters to determine the volume of a shot instead of audibleFire.

This is probably a case for our master of graphs, correlations and also Star Trek. Setting as 3.0.0 for now, can probably be moved back if desired.

@KoffeinFlummi KoffeinFlummi added the kind/enhancement Release Notes: **IMPROVED:** label Apr 15, 2015
@KoffeinFlummi KoffeinFlummi added this to the 3.0.0 milestone Apr 15, 2015
@KoffeinFlummi KoffeinFlummi changed the title Stop using audibleFire for hearing Stop using audibleFire for hearing Apr 15, 2015
@nicolasbadano
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I have a rough correlation for projectiles inheriting from bulletBase, but I want to expand it to other projectile types. I'll try to get it in for 3.0.0, but no promises yet

@commy2
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commy2 commented Apr 15, 2015

Please take a look at combat deafness from ACE2 when you rewrite what we have.

@OnkelDisMaster
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Would appreciate that! audibleFire is also set by ASR AI, so this would grant compatiblilty with it

@nicolasbadano
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I'd propose pushing this to 3.1.0 and working on integrating the better ACE2 system.

@bux
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bux commented Apr 22, 2015

I'd propose pushing this to 3.1.0 and working on integrating the better ACE2 system.

👍

@ViperMaul
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Moving this to the next milestone based on Dev recommendations.

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