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#1 |
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Join Date: Jun 2009
Location: Germany
Posts: 1,032
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| Last edited by Jenova-; 03-25-2010 at 07:02 AM. | |
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#2 |
Member
Join Date: Nov 2009
Location: Netherlands
Posts: 1,885
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Well, in Dota silence means only that the skills cant be used, so t-null for now.
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#3 |
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What would rather be better is turning off all the 'talking' audio files of heroes when they are silenced. That is, if it can be coded without too much trouble.
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#4 |
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Sound's really cool lol. I'd love to NOT hear the sound of pulsing firewaves, echo slams, and haunts.
T-up
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#6 |
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Great idea. Even if, in w3, silence means just to stop opponents from casting spell this would be a great and unique effect, that won't affect gameplay at all, so big T-up!
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| Last edited by Zangetsu2201; 02-07-2010 at 07:37 PM. | |
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#7 |
Banned
Join Date: Sep 2009
Posts: 5,837
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Op is a genius, this would make Global Silence awesome.
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#8 |
Member
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Global Stfu sound would be nice..,
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Disclaimer: Anything i post in a spoiler box is here only for info, read at your own risk. I do not take responsibility of you getting insulted.
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#10 |
Member
Join Date: Aug 2009
Posts: 4
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Thumbs Up, that is if it's codeable
![]() I'd totally play silencer just to see(or rather, hear) the visual(or rather audio, wait or is it no audio?) effect
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| Last edited by Thor_21; 02-08-2010 at 10:40 AM. | |
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#12 |
Member
Join Date: Sep 2009
Location: Philippines
Posts: 7,762
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I don't know if the kill sound shouldn't be silenced.I
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#13 |
Member
Join Date: Jun 2009
Location: Bavaria
Posts: 835
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Nice idea!
Who cares about that it isnt entirely logical. Its really cool, its codable and it should get implemented .
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>>Items can be assembled by clicking the recipe scroll Making shopping more comfortable. >>Make Balanars ulti passive at night Removing the annoying ulti spam at night. Testmap: Meat Hook ! visual Shows a ! above Pudge if his hook hits a hero. |
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#14 | |
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Quote:
On Topic: Brilliant idea. Will have a more epic feeling to Global Silence. |
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#15 | |
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guess what.. even now you won't coz the enemies can't cast spells.. ^^
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#16 |
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#17 | |
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Quote:
Sounds are perfectly blockable with a simple single boolean variable you can test before playing any sound. The trigger should be enabled as soon as anyone picks up silencer. The test should be like this: Code:
if SILENCE == false{
Play Sound.
}
I used the classical way with the music, with speech and other, it's possible to do any kind of sound removing. @edit I've made a test map to show that it's possible.
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| Last edited by Dejaime; 02-10-2010 at 02:07 PM. | ||
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#18 | |
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Quote:
But then, even streak sounds will be silenced which we don't want. However we can always add a if((sound!=killingspree)&&(sound!=...)) and then play the sound. |
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| Last edited by HellCraft; 02-10-2010 at 04:47 AM. | ||
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#19 | |
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#20 |
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