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[BUG FIXED] Cybruiser Cacophony


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 Post subject: Cybruiser Cacophony
PostPosted: 03 May 2012, 12:15 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
At the gas chamber area, if all 5 cybruisers are active in the immediate area the foot-clomping is unbearable. It feels like my ears are being raped. Suggest replacing them with Barons or Knights. :XD:


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 03 May 2012, 12:43 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
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Location: Germany
Or calming the sounds down


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 03 May 2012, 13:16 
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Site Admin  Site Admin
Joined: 19 Jan 2010, 00:05
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Also, maybe the gas should deal a tiny bit more damage, because if you gas the cybruiser, some will survive and necessitate a second gassing.

Also, the damage is apparently implemented with gas missiles. I think SectorDamage would be more reliable.
I want YOU to read the wiki.
And this one too. Also, SLADE3.


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 03 May 2012, 13:28 
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Icon of Sin  Icon of Sin
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That would also prevent the gas clouds occasionaly clipping through the wall and damaging the player too. :)

I'm just imagining all the shenanigans that would take place in cooperative mode with that gas chamber. :V


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 02:33 
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Revenant  i am a xaser
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Replacing the Cybruisers with barons or knights would defeat the purpose of that part, since the idea is that you have to gas the room because there's no way in hell you can fight all four of them. I don't find the noise any more bothersome than what you'd get during normal gameplay anyhow, and I wouldn't know what else to replace the Cybruisers with that would give the same effect.

Using SectorDamage is a good idea, though. As it is, the damage of the gas is actually pretty dependent on how close the enemies are to the gas spawners.


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 06:40 
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Maybe even using Thing_Destroy(); would make sense here to make sure the Cybruisers are dead at the end of the gas script.


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 10:20 
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Satyr  Satyr
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I actually thought this was intentional due to the fact that the Cybruisers are...well....cybernetic, and poison wouldn't due much, if any at all, damage.


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 10:21 
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Icon of Sin  Icon of Sin
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Hmm, maybe it is just my laptop's crappy built in speakers, but the sound is quite uncomfortable in that area. Maybe it is just me. :\


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 17:22 
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Well, it's indeed very loud (and annoying) when 4 Cybruisers are doing this, but as I said, calming the whole sound a bit down (the WAVE itself) might solve the problem.


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 Post subject: Re: Cybruiser Cacophony
PostPosted: 04 May 2012, 22:50 
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Joined: 19 Jan 2010, 00:05
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You can adjust the $volume from SNDINFO.

You can also give it a $limit.

Also, I hope it's not in WAV format.


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