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Author Topic: synching client sounds - triggers, killed/hit event handlers  (Read 1122 times)

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Offline Mr.Peanut

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I have several custom sounds I wish to implement in a multiplayer mission, and I would like them to play on all clients.

1)Some of the sounds are activated using say or playsound in the activation field of  'killed','hit' and 'incomingmissile' eventhandlers. My understanding is that 'killed' and 'hit' eventhandlers will be run on every machine if they are attached to an enemy ai. Will the sounds be heard by all clients or by no one?

2)Some are called from scripts using say or playsound. I know these must be explicitly played on each client.

3)Some sounds are activated using say or playsound in the activation field of  a trigger. Will these sounds be heard by all clients or by no one?

4)Is the only true solution to this problem to use a server/client sound engine similar to that used in the ECP project?  Can anyone give a brief description of how this system works?

5)Any other suggestions on how to deal with this?
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Offline nominesine

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Re:synching client sounds - triggers, killed/hit event handlers
« Reply #1 on: 20 Jan 2005, 16:45:40 »
1) Don't know
2) Correct
3) They will be heard on all computers
4) Don't know
5) ...
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