take a look at that [[ https://youtu.be/egO62by_pU8 | YTUPD: here is a more clearly video ]], there are 2 mortars:of a issue:
- 1st mortar is firing player position 1 round in a distance to player 827 m, player will be able to hear incoming sound
- 2st mortar is firing after 1st shot at player position 1 round in a distance to player1117 m, player will **not** be able to hear incoming sound just explosion
It doesn't matter what kind of projectile as long it has **soundFakeFall[]={};** then all shots more than ~1000 m will be without incoming sound= https://youtu.be/L8kt5Mt_Uxo =
**1st** shot at a player from a mortar at a distance of 500 meters
**2nd** shot at a player from a mortar at a distance of 966 meters
This is often can be reproed in large MP missions, e.g. King of the Hill, there a lot of artillery and missiong incoming sounds bad for experience**3rd** shot at a player from a mortar at a distance of 1000 meters
= CfgAmmo → ShellBase → soundFakeFall =projectile incoming (fall) sound will be heard only on **1st** and **2nd** shots, more than ~1000 meters the //soundFakeFall[]={};// won't work in any longer distance to fire