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Major Fubar

Silenced weapons question

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I have a question about silenced weapons in OFP.

Apart from what human players can hear (which is determined by the sound file used for a weapon), whether a weapon is silenced or not (to AI soldiers) is set in the config.cpp, right?

Well, my question is this: can you actually set the sound level here, or can weapons only be set to silenced/normal?

The reason I ask is for two reasons:

1. It would be nice to make "suppressed" weapons, which aren't totally silent, but less detectable than normal fire

2. I've noticed that the AI seem to detect some allegedly silenced addon weapons as easily as they would an M16 or AK47.

Thanks - Fubar

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I dont know a lot about this but a friend of mine whos pretty good at modding, said that its just silenced or unsilenced.

and from the time ive spent playing the game i can sort of guess at the reason why men can "hear" your silenced weapon is the sound it makes when it hits something like a wall or the floor you know the thwack sound? maybe but im not sure.

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class XXXBULLET: BulletSilencedSingleW

{

visibleFire= XXX;

audibleFire= XXX;

visibleFireTime= XXX;

};

};

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It is defined in the config for the ammo that is used and it is freely scalable.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">from BIS config:

class BulletSilencedSingle: BulletSingle

{

hit=8;indirectHit=1;indirectHitRange=0.1;

visibleFire=0.035; // how much is visible when this weapon is fired

audibleFire=0.035;

visibleFireTime=2; // how long is it visible

TRACER_N_ALWAYS;

};

<span id='postcolor'>

audibleFire is the value that describes how good ai can hear the shot.

PS: I should write faster.

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Thanks guys, that's exactly what I wanted to know.  smile.gif

With the figures, I take it higher means more noticeable?

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