Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long.
If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ [email protected] If you want to leave the list, send E-mail to [email protected]. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/[email protected]. If you have any questions or concerns regarding the management of the list, please send E-mail to [email protected].
