Battlefield 1 Kill Sound

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Mariela Coxon

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Aug 4, 2024, 11:58:28 PM8/4/24
to abkochsever
Hitsound: Increase the sense of attack for shooting!! Imitation of the mainstream game "COD MW" "Ghost Recon Wildlands" "Far cry 5" . The sound after the bullet hit

Kill Tips: Feedback after killing the enemy


Sonic weapons are frequently used by military circles as non-lethal irritants to deter opponents. My question is; could a naturally evolved organism kill, or at least incapacitate, small prey using sound of some sort, and if so, how would it do this?


Edit: I forgot to mention, the organism I have in mind is terrestrial. I think the pistol shrimp's cavitation bubble and all that wouldn't work in air, at least not without a hugely more powerful snap.


What we hear with our ears is nothing more than a series of very gentle shock waves. Some, a single sharp wave (like the clap of hands); others, a continuous susurration of sinusoids (speech, or a tuning fork).


GrandmasterB and Burki correctly points out that Synalpheus pinkfloydi (known as the "Pink Floyd Pistol Shrimp," whomever named the little bounder must have just returned from a concert) can kill by snapping its claw near its prey. Very small prey. We humans can kill things that small, too, by clapping near them. Gnats, for example, can be killed via clapping concussion.


If, on the other hand, you want to kill a human (by means other than biblical elephant stomping and lion eating, different kinds of sounds were involved in that incident, like tummy growling and angry elephant honking... I love that story) then we need to create considerably more sound.


Part of the problem is that you need both amplitude and frequency. And you need a lot of both. A sharp explosion can be thought of as half a sine wave (it's more than that, but I'm simplifying). The amplitude is magnificent, but so is the frequency, demonstrated by how fast the sound level climbs from zero to its maximum amplitude. The lower the frequency (a slower climb to that maximum), the easier it is for a body to absorb it and the greater the amplitude must be to kill.


As the size of your target animal decreases, the likelihood that the source animal can create noise of high enough amplitude and frequency that it will kill increases.


As the size of your target animal increases, the likelihood that the source animal can create noise of high enough amplitude and frequency that it will kill decreases.


Therefore, I'm going to say no. It's implausible that an animal could cause enough sound to kill a target animal. Unless you artistically consider the impact of an elephant's foot to be "sound." But if you want to use this as a super power, I might point you to The Spleen.


As with all questions like this, its good to first research what actually exists in our world of wondrously diverse life. Synalpheus pinkfloydi (yes, actual name) is a shrimp that hunts by snapping its claws so loudly it kills its prey.


And since it isn't understood how sperm whales manage to eat enough fish and squid for their needs there is a theory that they use sonic waves to stun, or maybe even kill, or maybe even start digesting, their prey.


And here is a creepy story from history. As I remember the story, after The Battle of the Nile 1 August 1798 or the Battle of Trafalger 21 October 1805 someone on a British ship saw a boy sitting on a cannon very still and when touched, the boy fell to the deck dead, without any visible wounds. The story was that the boy had somehow been killed by concussion from the British cannons being fired or maybe a French shell exploding nearby. Believe it or not.


Large bombs that kill things with the concussion wave (e.g. everything in the modern era) are kind of a technological "pistol shrimp that works in air". The concussion wave is not so much a continuous wave as a single pulse-- The shockwave pulse "accumulates" tons of energy because the energy can't move faster than the speed of sound in air. Presumably a critter that can move faster than the speed of sound can generate shockwave pulses in air, just like a pistol shrimp's cavitation bubble makes a


However, many insects and mammals use hairs or whiskers to sense things. Sound could in principle "jam" whiskers and whisker-like hairs that detect air movement. As human hearing is also implemented as hairs whose movement couples to sound, this would be the equivalent of making it too noisy to hear, except it would probably impact sense of place/movement more than loss of hearing affects humans. This could be incapacitating. Apparently really loud sound can couple to mammalian inner ear proprioceptive sensation (also a bunch of little hairs).


The mammalian sense of touch is comprised of several independent systems, and some of them sense frequency more than displacement even though they seem to be sensing "spatially localized" stuff. See wikipedia "mechanoreceptors". One could imagine "overwhelming" light-touch receptors over the whole body, then slowly sliding up some poisoned tentacles that can no longer be felt by the victim. This seems a bit contrived though.


The Wikipedia article on Sonic Weapons talks about low-frequency, high-amplitude sounds causing cavitation and tissue shearing (basically, like tiny shockwaves). It doesn't have to be super powerful if it's persistent; many small blows in quick succession can add up to significant damage.


if you want to use a single image, using Advanced settings enable StaticHitmarkerOnly, by default the pngs are just a simple glow, replace them both StaticHitmarker.png and StaticHeadshotHitmarker.png with your custom pngs.


hello so i tried the install the mods from github but for some reason it registers that the plugin is installed when i press f12 but then when i tried to load into a raid it wouldnt let me and comes up with an error message of "could not find pat of the path C/Users/*username*/Desktop/spt3.9/BepInEx/plugins/Hitmarker/Images


so i did a fresh install and took it off my desktop and well its still giving me the same message even then i have no other plugins nor mods to test if something else was interfering with it, the images are there in the file though


Using the 3.9.X ver from the github, I can't make the raid kill feed (Bot killed bot) appear at all no matter what I try.

Every other function of the mod works otherwise, which is very strange

Running SAIN, Questing Bots, Looting Bots, Realism and Donuts+Swag only.

Maybe it has something to do with DLSS or DSR?

Here's the full log:


Resolution is DSR 5160x2160

Weird thing is, even at 3440x1440, back in ver 3.8.3, kill feed worked fine, but on 3.9.X, neither this mod nor kmyuhkyuk's show the raid kill feed. Every other element works fine. Even when carrying over the BepInEx config file from 3.8.3 to 3.9.X for Game Panel Hud, so essentially the exact same settings, it doesn't show anymore. Turning down the resolution to something incredibly small also doesn't make it show up, I'm honestly out of ideas at this point



I did try to play around with the position, but I couldn't make it show up


When using the respective build for SPT v3.8.1 - v3.8.3, in conjunction with Fika, I noted whenever I was not the host of the raid it would not show hitmarkers for hits on enemies unless it was the lethal shot itself. I saw that it was an issue others reported on Github and it seems to track with Fika's rework of how damage is handled between clients. This was also the time I started appreciating the Killfeed feature to confirm when my friends would take down bots. While my friends had issues with the Killfeed not being positioned correctly (Offscreen) like some people reported, I never ran into issues.



With the introduction of SPT v3.9.0 - v3.9.1, the Killfeed is following the same behaviour as the Hitmarkers, where the feed only populates when you make a kill as a client. The host sees all information in their Killfeed like normal. Everything else, asides from these two issues, is working as intended.






oh man i just realized how much i miss this mod. i just wiped and updated to 3.9. first raid: a pmc starts shooting at me and i return fire. i thought i hit him but didnt get the hit marker pop up and it confused the heck out of me lol. so much so i stopped firing, and inspected my gun cuz i thought it jammed and then got killed. then on the death screen i remembered i dont have the hitmarker mod on anymore.... lol


Hi we do use your mod and we love it. We do only use raidkillfeed and the killfeed.

a really cool feature would be if you could change the raidkillfeed to to tell not the names but like "boss, scav, pmc, playerscav"



Pmc killed Pmc

Pmc killed Boss

Scav killed Boss

and so on.

maybe its simple to implement. would be cool.


Feedback again: I stumbled upon the kill alerts appearing off-screen, then after some debugging he now shows up properly in the right place on the screen where I want it, but the hit markers still don't work!


Thank you for this mod!



is there any chance in a future update a sound effect config can also include a helmet hit? so that any shots that deflect or don't pen I can have the "NOPE" Tf2 sound effect.



already loving this custom headshot sound effect




Going to post and ask this here because I didn't know and could not find/see another way. If there is a better (more appropriate) way to ask this, please let me know and I'll delete this fom here, thanks. I can't hear where enemy shots are coming from, so I relied on modder [notGreg's] "notGreg's Directional Damage Markers" - notGreg's Directional Damage Markers to solve this. It simply "visually" showed from what direction the shots were coming from. That mod has not been touched since 3.5.7, the link to the download is no longer even available, and the author has not posted since June 2023 for any of his (3) mods. My questions are, could this feature be added to this mod, or could a new/updated mod be made by another modder? Again, thanks advance.

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