Hitsounds on (CMM)

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*POTS*
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Hitsounds on (CMM)

Post by *POTS* » Sun Jul 19, 2009 7:20 pm

After a practice session with MEAT on Hook's server I've noticed he's using the "hitsounds" feedback. That's an interesting feature IMO, at least you realize whether you can hit something or not. On the other hand if you're one of those "hide & guide" players you can be easily traced back by a "sprayer".
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Re: Hitsounds on (CMM)

Post by Fuzz_Ball » Mon Jul 20, 2009 1:16 am

Those sounds are handy and I think they are from Quake III Arena alnog with the announcer. Correct Capt Hook?

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Re: Hitsounds on (CMM)

Post by BIOMECH » Mon Jul 20, 2009 6:17 am

Many games use Q3 hitsounds, I remember them well from my Q3 warrior days.
I could railgun 15 from across the map without even using the zoom or missing...Oddly enough I can't do that now I've been on UT for so long.
Anyway, yes they probably are.
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Re: Hitsounds on (CMM)

Post by Hook » Mon Jul 20, 2009 12:40 pm

Fuzz_Ball wrote:Those sounds are handy and I think they are from Quake III Arena alnog with the announcer. Correct Capt Hook?
Yes, correct!
It can be used as sort of a "radar".
Listen to what missiles produce a "plink" sound.
(If you hear the plink sound, you either killed it (message will tell you) or your shock wave hit it!)
Fire again or ride one near that spot.
I find it very useful - another set of ears so to speak. :wink:
That is why I added it to CMM's mod list.
MadCow's Zark server used it and I really liked it.
You can tell if you actually hit someone you are firing the rifle at over a distance. :P

(Gad-Zooks, I think I did some boolean text up there - with al the parenthesis) :lol:
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