Home   Help Search Login Register  

Author Topic: Deafness  (Read 1521 times)

0 Members and 1 Guest are viewing this topic.

DBR_ONIX

  • Guest
Deafness
« on: 10 May 2004, 17:38:42 »
Hey
I'm just wondering, is it possible to simulate a unit that is deaf..

Not too sure why, but thats besides the point :P

Just that the tank drivers hear quieter (I'm sure)

I'm not sure where to put it, but I guess here

Is it to do with the config.cpp file?

Cheers
- Ben

Offline Nemesis6

  • Members
  • *
Re:Deafness
« Reply #1 on: 10 May 2004, 18:11:53 »
Well, I can imagine something along the lines of a loop switching the unit's 'mode' from combat to careless every third second or something.
I am actually flying into a star... this is incredible!

DBR_ONIX

  • Guest
Re:Deafness
« Reply #2 on: 11 May 2004, 17:48:46 »
Thanks, but I mean for the player, not ai :(
BTW, thanks to the mod for moving this :)

It's in the CPP file, but I'm not sure the commandy bit

Anyone?
- Ben

DanAK47

  • Guest
Re:Deafness
« Reply #3 on: 16 May 2004, 23:51:11 »
You could use the init event handler to load a script that checks if the unit is the player (so that it does not fade the player when another local unit is deafened), waits for whatever condition you want to deafen the player, then use fadeSound.

DBR_ONIX

  • Guest
Re:Deafness
« Reply #4 on: 09 Jun 2004, 19:40:14 »
Thanks :D
I was meaning to make the player deaf.. Fadesound works perfectly :)
0 fadesound 0

Does it work on Ai to?  :o
- Ben

FlidMerchant

  • Guest
Re:Deafness
« Reply #5 on: 25 Jun 2004, 21:15:57 »
No, fade sound just quietens the sound output, it has no actual effect on the events in the game.

DBR_ONIX

  • Guest
Re:Deafness
« Reply #6 on: 27 Jun 2004, 11:45:48 »
Yeah, didn't think so

It's really only for the player

Ta all
- Ben