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dynamic damage sounds and damage addition
Created 6th March 2013 @ 13:05
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i’ve noticed that some players have huds that count together consecutive pistol/smg/minigun hits and some that have different sounds depending how much damage they deal
does anyone know how to do either
For damage sounds you can just get a custom hit sound from http://tf2dingalings.com/. For example the Quake hit sound has different tones dependant on damage per hit (high pitch = low damage, low pitch = high damage).
and as above the batching is what causes damage numbers on rapid fire weapons to be additive.
Last edited by Henghast,
tf_dingalingaling “1”
tf_dingaling_pitchmindmg “115”
tf_dingaling_pitchmaxdmg “22”
tf_dingaling_volume “1”
hau das in deine autoexec rein
die mittleren befehle sorgen für die unterschiedlichen sounds je nach damage
Quoted from cube
tf_dingalingaling “1”
tf_dingaling_pitchmindmg “115”
tf_dingaling_pitchmaxdmg “22”
tf_dingaling_volume “1”hau das in deine autoexec rein
die mittleren befehle sorgen für die unterschiedlichen sounds je nach damage
danke dir :^)
Quoted from ouizzeul
For the damage : hud_combattext_batching 1
much appreciated
Last edited by quintosh,
Sorry to hijack this, but where does the hud_combattext_….. go? Into the autoexec or is it part of HudDamageAccount.res?
Quoted from Cookeh
Sorry to hijack this, but where does the hud_combattext_….. go? Into the autoexec or is it part of HudDamageAccount.res?
console
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