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code [message #492891] Wed, 18 July 2018 03:17 Go to next message
roszek is currently offline  roszek
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Is it possible to play a sound just to an individual player?

thanks.
Re: code [message #492892 is a reply to message #492891] Wed, 18 July 2018 11:53 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Yes.
You can either use:

Create_Sound_Player(GameObject *obj,const char *soundname,const Vector3 & position,GameObject *obj2)

or

Create_2D_WAV_Sound_Player(GameObject *obj,const char *soundname)

You can also use the console command sndp.

If your sound is dialog though I recommend using:

Create_2D_Wave_Sound_Dialog_Player(GameObject *obj,const char *soundname)

That makes it play over the dialog channel/volume rather than sound effects.

[Updated on: Wed, 18 July 2018 11:59]

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Re: code [message #492905 is a reply to message #492891] Sat, 11 August 2018 17:11 Go to previous messageGo to next message
roszek is currently offline  roszek
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I'm having trouble getting a sounds id.

If I do

int soundID = Commands->Create_Sound("some_sound",some_position,some_obj);

I get 0 for soundID on server.

But I do get an id in lan.

I need to stop the sound( Commands->Stop_Sound(soundID,true); )but I can't on the server if I don't have an id, I can only do it in lan.

Why?
Re: code [message #492906 is a reply to message #492891] Sat, 11 August 2018 17:39 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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None of the sound code actually runs on the fds. Your best bet is to use sound emitters. You can create them using w3dview. Then you spawn an invisible object and set the model to that sound emitter. When you want the sound to stop you destroy that invisible object.

[Updated on: Sat, 11 August 2018 17:52]

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Re: code [message #492907 is a reply to message #492906] Sun, 12 August 2018 11:03 Go to previous messageGo to next message
roszek is currently offline  roszek
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It would be better to turn the sounds on and off with frames that's the way I'm doing it anyway.
Re: code [message #492908 is a reply to message #492891] Sun, 12 August 2018 21:13 Go to previous messageGo to next message
dblaney1 is currently offline  dblaney1
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Yeah that works as well with sound emitters. We use that on our building aggregates so we can have different sounds for the damage levels etc.
Re: code [message #492951 is a reply to message #492891] Thu, 29 November 2018 14:06 Go to previous messageGo to next message
roszek is currently offline  roszek
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*Image Deleted*

I can not figure out how this message is done I looked through everything.

Any help would be appreciated.

[Updated on: Tue, 15 January 2019 11:14]

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Re: code [message #492952 is a reply to message #492891] Thu, 29 November 2018 20:22 Go to previous messageGo to next message
jonwil is currently offline  jonwil
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If you mean the blue text in the center, you want Set_HUD_Help_Text_Player


Jonathan Wilson aka Jonwil
Creator and Lead Coder of the Custom scripts.dll
Renegade Engine Guru
Creator and Lead Coder of TT.DLL
Official member of Tiberian Technologies
Re: code [message #492953 is a reply to message #492952] Fri, 30 November 2018 05:30 Go to previous messageGo to next message
roszek is currently offline  roszek
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ah, okay.

Thank you very much.
Re: code [message #492983 is a reply to message #492891] Sun, 06 January 2019 15:27 Go to previous messageGo to next message
Kamuix is currently offline  Kamuix
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Wow roszek that's some awsome maps and mods you have there what is it your playing modification wise something you made or something you downloaded? Razz
Re: code [message #492990 is a reply to message #492983] Sat, 12 January 2019 10:42 Go to previous message
dblaney1 is currently offline  dblaney1
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Kamuix wrote on Sun, 06 January 2019 15:27

Wow roszek that's some awsome maps and mods you have there what is it your playing modification wise something you made or something you downloaded? Razz


The screenshot is from Interim Apex which is available on W3D Hub. Download the launcher from w3dhub.com to play it. Lots of players on daily.
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