The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.
New sounds added to unholstering/holstering Knives, Bolts and Grenades.
:happy:
Cool, but can you make it so the knife sounds don't play when you have a pistol equipped in the knife slot?
Yeah. I tried working on that for a few hours and so far I haven't found a solution for that.
Could you potentially make the knife sound less metallic and more like as if it were in a leather or cloth sheath? That might the pistol-in-knife-slot sound less of an issue
Damn, IQ score breach the sky, that sound like a good idea to get around that issue ^^ nice !
Maybe just make two versions - one without knife sounds? (Personally I just erased that line from bind_stalker.script). I don't remember, but doesn't the weapon equipping sound alert enemies when trying to sneak?
Not that I've ever heard of, no.
It would only do that if the audio was commented to do so.
Please clarify, is there potential in the game for audio to alert AI via simple 'comment' code edit (mod), or would it be more involved/even possible? Reloading a clip or changing ammo type or perhaps draw knife/grenade might alert AI, but maybe they don't spot you if under cover.
So there's no way to register if the player is equipping a knife or a handgun?
Thanks!
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ....a.l.k.e.r anomaly\gamedata\scripts\bind_stalker.script:299: attempt to index global 'utils' (a nil value)