That's not really a good way to do an announcer.
What you should do, is make a function on the client to play the
announcements, via a byte or something (index in an enum)
and dispatch the message (ie: register a msgfunc) to players, and let them
play the sound locally on the client.
You then
Yes, you shouldn't really be trying to play client sounds on the server.
Date: Tue, 19 Aug 2014 15:55:04 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sound issues
That's not really a good way to do an announcer.
What you should do, is make a
Thanks a lot, that fixed it. Works in both HL2DM and TF2.
For those who are wandering:
pServerPluginHelpers-ClientCommand( pBotEdict, use weapon_smg1 );
Regards,
Boris.
2014-08-14 14:06 GMT-03:00 Borzh borz...@gmail.com:
Thanks for the tip, I will try to do that :)
2014-08-12 21:15
Well, it’s actually just the client crashing, the server just happily continues
its work. So if it’s an infinite loop (which would ultimately cause a stack
overflow) I maybe able to get to it by adding debug messages around the player
dying code. And infinite loop should easily spam the
Ok then. I'll switch it over to dispatching a message to the clients and
using SND_VOICE2 to play the sounds. I'll see if the other issue goes away
then as well. Thanks for your input.
Jan
Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im
5 matches
Mail list logo