Dead Air is a total conversion for the S.T.A.L.K.E.R. series based on Call of Chernobyl, encompassing all aspects of the game from graphics, audio, and special effects to various gameplay and AI features. The mod evolves from the ideas started in Call of Misery, a previous project of the mod author. Major inspirations for Dead Air include projects such as NLC, MISERY, Autumn Aurora, and OGSE. Dead Air prioritises the development of the game engine’s potential, complexity of gameplay, and attention to detail, along with addressing both the quality and quantity of all content.
A small mod that fully removes the sounds of breathing in a mask, low health and while running.
hi there.i am using darvi's mod for practically disabling white mists effect while wearing a gas mask with cond. above 67.it didnt work at first.when i got it to work,that is,the damage over time disabled, the audio effect of the heavy breathing still remained just like the animation for inside of the mask where u can see heavy breathing at the glas of the mask.now i am using your mod,which kind of rounds it up perfectly.yet one tiny little thingy still remains - the animation of the heavy breathing on the inside of the mask while in white mists areas.any idea how i can get rid of that ?
Hello. I need a little more input. What is "white mist"? Or where / how to meet "white mist areas".
Perhaps you mean the "fogging" of the mask?
hi again.first of all i fixed the issue with the animated mask hud.i just deleted line 423-429 in your character effects script. and with mist i mean the areas in dead air that are usually only accessable with oxygentanks.
i deleted that one '' if (dinamic_hud.ismask()) and (axr_main.config:r_value("mm_options","enable_mask_hud",1,false) == true) then
--printf("mask")
breath_mask()
else
--printf("nomask")
breath_nomask(actor_speed_time)
end'' now i just have to figure out on how to be immune to the ''misty'' areas while wearing a mask and still be vulnerable while not wearaing a mask.cuz i kind of just got it to work in a way that makes me completely immune to that stuff if or without mask,which is not rly what i wanted ttho
Hmm, I think I understand you. The parameter of interest is in: "scripts / xr_condition.scripts"
The function is responsible for it: "actor_has_chem_protection".
In short, in order for you to have permament protection from white mist, you need to change the lines as follows:
function actor_has_chem_protection (actor, npc, p)
local backpack = db.actor:item_in_slot(15)
if (backpack) and (backpack: section () == "airtank") and (backpack: condition ()> 0.1) then
return true
end
local outfit = db.actor:item_in_slot(7)
if (outfit) and (chem_protection_suit [outfit: section ()]) and (outfit: condition ()> 0.3) then
return true
end
actor_effects.bad_breath ()
--axr_battery.show_message ("st_chemical_danger")
return true --always protected
end
Specifically, we changed the penultimate line: "return false" to "return true"
If you want, I can upload a working file somewhere for you :)
and anyways ggreat addon .a lot less annoying that way !!!!
actually that's just what i did on my own.:) no need to bother really.what i was trying to do after that was to figure out a way to not be immune all the time but under the functions parameters of included conditions set.but it appears it is best for now to just leave actor_effects.bad_breath to return true and just have that effect ''on'' at all times.i am just glad i found your mod to disable the annoying breathing sounds.(tbh i could not have done that without it as i lack the skills for that)
u see the conditions rly dont seem to have any effect( i tested it by commenting the lines of the function actor_has_chem_protection) u can even disable all the lines except for the condition of the gas mask and the effect will stay the same.it is weird but i can live with it rly.i just wanted that annoying DoT from the mist gone anyways as i find it to be extremely unneeded.:)
and thanks for trying to help !
i Like the picture from dont breath :D