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-   -   env_sound, ambient_generic (https://forums.alliedmods.net/showthread.php?t=132985)

ot_207 07-20-2010 16:25

env_sound, ambient_generic
 
The question is:
If I transmit these entities with AddToFullPack to only one player will the sound only play to that player?
And how can I manage the sound that one of these entities emits?

Edit: And yes, I do know about this: http://twhl.co.za/wiki.php?id=122 and this: http://forums.alliedmods.net/showpos...2&postcount=31

grimvh2 07-20-2010 16:51

Re: env_sound, ambient_generic
 
I think everyone hears ambient_generic ( refering to my limited mapping knowledge )

ot_207 07-20-2010 16:54

Re: env_sound, ambient_generic
 
Quote:

Originally Posted by grimvh2 (Post 1245943)
I think everyone hears ambient_generic ( refering to my limited mapping knowledge )

True. But I will block the entity transmission so basically some clients will think that the entity does not exist.

joropito 07-21-2010 13:26

Re: env_sound, ambient_generic
 
From addtofullpack

Quote:

pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS
I don't know if it's called with PAS and as the sounds are managed in other ways as visual objects maybe can be heard.

I know you asked this for your WB.
For that, why not hook/call SetupVisibility and set fake PVS/PAS? (using orpheu, but don't know if it can handle that).
Also you can hook pfnSetFatPAS/pfnSetFatPVS

ot_207 07-21-2010 14:45

Re: env_sound, ambient_generic
 
That is the most basic idea that didn't went through my mind. Will try that.

ConnorMcLeod 07-21-2010 16:59

Re: env_sound, ambient_generic
 
If i remember well, orpheu can't do that.


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