22 Jan 13, 10:32PM
(22 Jan 13, 09:35PM)Felix-The-Ghost Wrote:(21 Jan 13, 10:02PM)VonDrakula Wrote:(21 Jan 13, 12:02AM)Felix-The-Ghost Wrote:(20 Jan 13, 02:24AM)VonDrakula Wrote: I thought not everyone may like that voicecomm idea.
Use "aisounds 0" to turn it off.
I like the idea. It's just bugged.
Oh, you would like to see a message on screen not just the sounds. I can fix that. Should the message be displayed in the team's color?
If you played online and observed the use of those, you'd know the phrases are said with the say command and a lot of the phases are only visible/audible if you are on the same team as the one sending the message. The "team only" phrases are in a blue color.
The best way to test this is to open a team bot match and push [V] for voicecom and the corresponding numbers -- you'll see some are public and some are only on your team.
Aside from that you should filter out some triggers randomly cause they do it too often, even if the right sounds were muted.
You may have thought these commands were available as a sort of eyecandy/background noise like other FPS games but they are intended for communicating very specific messages and are manually triggered.
Yes you are right I threw those in as eye/ear candy (albeit there is some correlation between the bots' actions and the messages).
I think it is best I remove those for now and focus on the AI proper. Once I get it past the proof of concept stage I can think about the voicecom. Thanks for your feedback.