Is it possible to make the hitsound of q3 work on q2? i mean is there a hit detection command or something in quake 2 to make this possible?
>>4134703
mostly played q3a myself, but surely it's just a simple as replacing a sound file, or are there no hitbeeps in q2?
>>4134721
in q2 there are "pain" sounds when you hit the target and that is easy to replace, but if the target is far away you cant hear ir because that sound is played by the target not to you, in q3 it doesnt matters if the target is far away becouse the hitsound is played to you
>>4134741
maybe try increasing ambient_level and decreasing ambient_fade?
>>4134703
If you knew coding. it sounds like you try to find the function that plays sounds on the HUD and then do something at like combat/hit detection where
if (bulletHitTarget)
{
HUD.PlayWAV("hit.wav");
}
or something
>>4134721
There are none, so you would have to write a gameplay mod. Hardly seems worthwhile.
>>4135745
also it would be cheating if there are non in the game by default
>>4134703
check this if you are going to give a try to coding it yourself
http://www.moddb.com/mods/strogg-empire
>Version 2016/10/11:
>New hit sounds based on damage amount or kill
>Announcer messages
The engine is open source but you are a pleb fag if you add hit sounds to Q1 or Q2. You're supposed to tell damage by pain tells instead of taking potshots and waiting for hit sounds and damage numbers before rushing for the kill.
>>4135770
Not really, if it was a gameplay mod then all players on the server would have it. As long as all players have the option to use a feature built into the mod, it isn't a cheat.