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dynamic damage sounds and damage addition

Created 6th March 2013 @ 13:05

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quintosh

wL.

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

ouizzeul

BnR!

For the damage : hud_combattext_batching 1

Henghast

open
bobs

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,

quintosh

wL.

i have the quake hitsound but it’s static

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

quintosh

wL.

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,

Cookeh

Sorry to hijack this, but where does the hud_combattext_….. go? Into the autoexec or is it part of HudDamageAccount.res?

rytis

PrettyGay

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

Setsul

50829

Quoted from Cookeh

Sorry to hijack this, but where does the hud_combattext_….. go? Into the autoexec or is it part of HudDamageAccount.res?

config files, so probably your autoexec

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