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Please remove the exertion sounds when mining


Bhaaltazar

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OK as I said it really bothers me now when grinding for stone that everytime I swing my axe my character makes a sound as if he was sitting on a cactus! It gets really annoying with every swing.

 

I really preferred quiet time with my pickaxe after a fight with zombies or a loot run at the end of the day:D

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what about that background noise that repeats incessantly. dooo, do do do...doooooo, do do do.... doooo. do , do do

doooooo, do do do...

 

that will make you crazy.. please update all sounds their all subpart at best

 

Yeah, I have PTSD while in the Burnt Biome. I know exactly the sound you're talking about. The off-tune ambulance in wasteland, too.

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Agreed. Maybe when the character gets better at sneaking/stealth/ninja, they'll shut up?? And the power strikes are an interesting idea, but it's odd because I don't use the regular strike anymore. Why would you? Maybe keep the power strikes for melee weapons only. And maybe also give the standard strike a slash/slash ability, like a faster 1-2 that deals less damage. I don't see any reason to use standard strikes anymore. It's all power strikes now.

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Good news: this is moddable.

 

<item name="meleeToolPickaxeIron">
<property name="Tags" value="melee,medium,tool,perkMotherLode"/>
<property name="DisplayType" value="melee"/>
<property name="HoldType" value="12"/>
<property name="Meshfile" value="Items/Tools/pickaxe_ironPrefab"/>
<property name="Material" value="Mmetal"/>
<property name="RepairTools" value="resourceForgedIron"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="ItemNeedsRepair"/>
<property name="SoundDestroy" value="metaldestroy1"/>
<property name="FuelValue" value="250"/>
<property name="EconomicValue" value="240"/>
<property class="Action0">
	<property name="Class" value="DynamicMelee"/>
	<property name="Sphere" value="0.15"/>
	<property name="Sound_start" value="swoosh"/>
	<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
</property>
<property class="Action1">
	<property name="Class" value="DynamicMelee"/>
	<property name="Sphere" value="0.15"/>
	<property name="Sound_start" value="swoosh"/>
	<property name="ToolCategory.harvestingTools" value="1" param1="1"/>
	<property name="UsePowerAttackAnimation" value="true"/>
</property>
<property name="Group" value="Tools/Traps"/>
<effect_group name="Base Effects">
	<passive_effect name="MaxRange" operation="base_set" value="2.4"/>
	<passive_effect name="BlockRange" operation="base_set" value="3"/>
	<passive_effect name="EntityDamage" operation="base_set" value="15"/> <!-- meleeToolPickaxeIron -->
	<passive_effect name="BlockDamage" operation="base_set" value="18"/>
	<passive_effect name="AttacksPerMinute" operation="base_set" value="60"/> <!-- A16 1 -->
	<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="wood"/>
	<passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/>
	<passive_effect name="StaminaLoss" operation="base_set" value="14" tags="primary"/>
	<passive_effect name="DegradationMax" operation="base_set" value="200,800" tier="1,6"/>
	<passive_effect name="ModSlots" operation="base_set" value="0,5" tier="1,6"/>
	<passive_effect name="ModPowerBonus" operation="perc_add" value=".15" tags="EntityDamage,BlockDamage"/>
	<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
</effect_group>
<effect_group name="Power Attack">
	<passive_effect name="EntityDamage" operation="perc_add" value="1.3" tags="secondary"/>
	<passive_effect name="BlockDamage" operation="perc_add" value="2" tags="secondary"/>
	<passive_effect name="AttacksPerMinute" operation="perc_subtract" value="0" tags="secondary"/>
	<passive_effect name="StaminaLoss" operation="base_add" value="21" tags="secondary"/>
[color="#FF8C00"][b]		<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player1painlg">
		<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/>
		<requirement name="IsMale" target="self"/>
	</triggered_effect>
	<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="player2painlg">
		<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/>
		<requirement name="IsMale" target="self" invert="true"/>
	</triggered_effect>[/b][/color]
</effect_group>
<property name="ActionSkillGroup" value="Mining Tools"/>
<property name="CraftingSkillGroup" value="craftSkillTools"/>
<property name="PickupJournalEntry" value="miningTip"/>
<property name="RepairExpMultiplier" value="5.5"/>
</item>

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Replace the sound with this one

[size=3]<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="[color="#FF0000"]player1jump[/color]">
		<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/>
		<requirement name="IsMale" target="self"/>
	</triggered_effect>
	<triggered_effect trigger="onSelfSecondaryActionStart" action="PlaySound" target="self" sound="[color="#FF0000"]player2jump[/color]">
		<requirement name="RandomRoll" seed_type="Random" target="self" min_max="0,100" operation="LTE" value="50"/>
		<requirement name="IsMale" target="self" invert="true"/>
	</triggered_effect>

[/size]

Sounds much better.

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Yeah, I dont mind it but there should be a variable cooldown to both sounds. I love the ambiance sound in the wastelands, but constant repeat does get old; a little variable cooldown would help with that.

 

Not ambience, ambulance. The siren sound lol.

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