Alastair91 Posted February 6, 2010 Share Posted February 6, 2010 Is it possible to make a script that blurs out surrounding sounds when you're hit by a grenade or close to dying? I would really want to know if it's possible. It would be a great addition to my near death breathing mod. Experienced scripters, please reply if possible. Link to comment Share on other sites More sharing options...
TheChan Posted February 6, 2010 Share Posted February 6, 2010 I don't think that's possible. Link to comment Share on other sites More sharing options...
rjhelms84 Posted February 6, 2010 Share Posted February 6, 2010 As far as I know, it isn't possible. I check through all the possible commands for vanilla and FOSE, and couldn't find anything that would make it work. There is one command that stops all sounds effects except for music, but it's non-reverseable, so you couldn't bring the sound back on with another command, which sucks, and the music would still be there. Link to comment Share on other sites More sharing options...
Alastair91 Posted February 6, 2010 Author Share Posted February 6, 2010 Thank you for your feedback guys. But I'm still going to think of a way to "fake" it. Link to comment Share on other sites More sharing options...
pwnedbyscope Posted February 6, 2010 Share Posted February 6, 2010 when hit play a sound which is a loud pinging like in cod, slowmo and blur effect like in the enhanced drugs mods Link to comment Share on other sites More sharing options...
pkleiss Posted February 7, 2010 Share Posted February 7, 2010 I don't know if this would work, but you could try to use The FOSE command SetNumericIniSetting in a staged timer script to lower and raise these ini settings: fDefaultMasterVolume=1.0000fDefaultFootVolume=0.5000fDefaultMusicVolume=0.3000fDefaultRadioVolume=0.5000fDefaultEffectsVolume=1.0000fDefaultVoiceVolume=0.7500(these are my default, used only as an example). Perhaps just lowering and raising the master volume might do it for you. But it could also be the case that changing these setting won't have an immediate effect. Link to comment Share on other sites More sharing options...
jaysus Posted February 7, 2010 Share Posted February 7, 2010 you dont even need FOSE...just add a script to the grenade effects which uses imagespacemodifiers and audiospacemodifiers or however these were called and adds them to the player if he gets hit... Link to comment Share on other sites More sharing options...
pkleiss Posted February 8, 2010 Share Posted February 8, 2010 What's an audiospacemodifier? I never heard of that one. And imagespacemodifiers don't affect sound as far as I can tell. Link to comment Share on other sites More sharing options...
pwnedbyscope Posted February 8, 2010 Share Posted February 8, 2010 audio space modifyer are pretty much the same as imagespacemodifiers except that change the sound not visuals Link to comment Share on other sites More sharing options...
Alastair91 Posted February 8, 2010 Author Share Posted February 8, 2010 Oh no... scripting (which what I really hate because I don't know how to do it). I truly appreciate it if someone can script it for me, including my heavy breathing mod. I would also give you credits for it. Plus I will also make you a custom signature :P. What I plan on my mind was... to "fake" it. Remember when you get head cripples? There's a noisy beep with some blurry sound effect, I tried maxing out the volume, kinda get the "feel" of shell shock but not entirely. Link to comment Share on other sites More sharing options...
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