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Author Topic: sound covering sound  (Read 483 times)

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Bohemia boy

  • Guest
sound covering sound
« on: 14 Mar 2004, 15:58:45 »

Would it be possible to make a script that allows the player to fire his weapon with out being detected when a environmental sound is played?



I.e. you line up on an isolated German officer you see the flash of artillery and fire, you take the shot. no one hears due to the sound of the artillery. (like that scene from the stalingrad movie  :))

What do you think?
I know nothing of this thing you call scripting so its up to you smart lot  :)
If it is already a script please tell me where to find it.

Thanks
            From the desktop of Bohemia Boy
« Last Edit: 14 Mar 2004, 15:59:27 by Bohemia boy »

Grendel

  • Guest
Re:sound covering sound
« Reply #1 on: 31 Mar 2004, 02:38:54 »
Hey!

Yes, actually this is possible...sort of.  First, the covering sound needs to be caused/detected by a scripted event, like scripted artillery.  I could do up a script that very briefly causes a unit to be "setcaptive true" if the unit happens to fire when arty impacts but this is only partially realistic.  The problem is that if you wanted it very realistic you have to take into account the velocity of sound, the shooters position, the enemy's position, and the position of the covering sound :o

Sooooo say a sniper fires from 1000m.  At sea level, sound travels at around 350 meters a second and will reach the enemy in a little under three seconds.  if arty is going off 500 meters away, it will reach the taqrget much sooner. If the sniper fires right when the arty hits, the sound of the arty will reach the target sooner, and the enemy might hear it.  If there is a barrage going on, then it would be easier to deal with, so maybe that is the way to go.  anywho I'll work on it since it is an interesting challenge.

-Grendel

Bohemia boy

  • Guest
Re:sound covering sound
« Reply #2 on: 31 Mar 2004, 20:27:35 »
more complex then I first thought  :)
Thanks for your post