Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And could we get the option to disable AI and player death sounds seperately? Would love to keep them enabled for players but disable for AI (since we already have AI voice mod)
Still wondering if Sniper Suppression Sound is able to recognize a subsonic ammo that should not have a hypersonic crack? Please try to make it so that the subsonic flight of a bullet does not have a hypersonic supression sound
Could the bullet flyby sounds be separated apart from the player's reaction?
Could you make a breather with a head shake and chest movement when the player gets very tired? In this way - https://www.youtube.com/watch?v=_RwNCRdiG2A
I think you could implement something like that. It would greatly improve immersion.
alive objectParent _unit ||
((isNil {_unit getVariable "isClimbing"}) && isTouchingGround (vehicle _unit))
) exitWith {
_helper setPosASL [0,0,0];
};
So it might be something else...