Hey list,
got a few questions:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake, wet, et:qw and dystopia, roughly I
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's possible to have a sound be emitted that
only the player it was meant for can hear? As far as I know all sounds
are emitted into the world. I might be making a hitbleep system similar
to quake,
How do I emit on client?
#ifdef client.dll?
Jorge Rodriguez wrote:
You can emit the sound on the client, or you can call the sound with a
single recipient filter instead of a pas filter.
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If you're in shared code, this might work
#ifdef CLIENT_DLL
EmitSound(etc etc);
#endif
Or you can do it in client-specific code by reading whatever synchronized
variables might tell you what you need to know to play the sound. Otherwise
you'll have to send a message to the client to play the
Stopping SetCycle() from being called in C_BaseViewModel::Interpolate()
should freeze the view model animation.
On Mon, Feb 16, 2009 at 1:31 PM, Jorge Rodriguez bs.v...@gmail.com wrote:
On Mon, Feb 16, 2009 at 12:00 PM, Yorg Kuijs yorg.ku...@home.nl wrote:
1. Does anybody know if it's
Hey, does anyone know why in a OB SP mod the cl_new_impact_effects causes
a crash? I find it very odd that for some reason this works in TF2 but not
in my mod. I did notice that if I did not precache (in the particle manifest
file) the particles it would yell at me (because it was trying to find
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