Ok guys, I lost track of what you're talking about now? I already solved the problem with the round wins(at least the problem didnt happen through an hour of playtesting)
Another problem like I said earlier is with the sounds: On some parts of the current map sound emitted from the player holding a weapon don't always play, the entity sounds once the grenade is thrown do play like normal regardless of map location. Also it sounds to others like its right next to you, once the "bleeps" are emitted when the grenade entity is in the world then the sound grows weaker with distance but while in hand it will seem to everyone like its next to them. 2 grenades with countdown sounsd have this problem, 1 uses the same bleeping system as hl2 but its expanded onto the weapon file as well so it will repeat bleeps at specified intervals and the other grenade currently has a long sound(though it will be replaced with repeatable sound) and it has the same problem. If you start the sound in a location where emitsound works then you can hear the sound regardless of where you go, so it's a problem with EmitSound and not actually playing the sound. So is it a Engine problem or am I doing something wrong? It uses EmitSound same way as on the entities, afaik pistols and other first person weapons don't do it differently? Also a more experienced dev who also helps test now and then thought it was with the looping sounds in the map being ambient_generic's, so the mapper replaced them with env_soundscape's like was suggested and the problem persists, so can it also be that when near the env_soundscape's the emitsound doesnt work? though then shouldnt the same problem exist with grenade entities? Really need some help, recently been playtesting more and more and all the testers think it's a pain in the bludy arse so it really needs a fix. Rob Harwood wrote: > I believe it's to do with the entity index, worldspawn is always 0, player > edicts immediately follow. > Additionally.. doesn't UTIL_PlayerByUserId take values from 2 to n? > > > > -----Original Message----- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jonathan Murphy > Sent: 11 December 2008 21:20 > To: Discussion of Half-Life Programming > Subject: Re: [hlcoders] Weird round wins > > Nuno Silva wrote: > >> Does UTIL_PlayerByIndex really take indices like that? 1 to n? >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> > I think it does, 1 - 32 (example for a 32 player server), not 0 - 31. > But it's been a long time so feel free to prove me wrong. > > And yes, UTIL_PlayerByIndex will return NULL if the passed index is not > currently inhabited by a player. Maxclients is the maximum number of the > clients the server can handle, not the number of clients connected to > the server. > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders