Author Topic: Sound system (i ned halp)  (Read 6648 times)

Oh stuff nice catch, I was thinking of containerRaycast where the last (optional) argument(s) are exclusions.

So what you all are saying is just completely take out %Obj?

You sure everything will work? i mean what about Obj.getPosition? Wont that stop working?

Only take it out of that one line.

initContainerRadiusSearch(%obj.getPosition(), 150, $TypeMasks::PlayerObjectType, %obj); // %obj is the player, not %this

This line should become

initContainerRadiusSearch(%obj.getPosition(), 150, $TypeMasks::PlayerObjectType); // %obj is the player, not %this

well after taking %obj out, the gun shows up in game now, but im not hearing the distant gunshots, i made audio datablocks for them, i also included them in the file, they just simply refuse to play. Im not sure what is happening.

Are the other ones working? You're probably out of range when the distant one plays. Sounds don't play all the way out to infinity -- they have a somewhat short radius.

so 150 is to short of a radius?

You didn't answer the question so I can't tell you what radius would be appropriate. However, if anything, 150 would be too long of a radius.

A good radius would be around 32-48 studs for the long-range sound. If you did 150 then nearly everyone would hear it, which gives potential for trolling.

Iirc it's in torque units, not studs. So 150 TU == 300 studs.

Yeah, studs aren't used as a unit of measurement anywhere. They're conveniently sized though, two studs are one Torque Unit. So 48 studs = 24 TU.
« Last Edit: October 18, 2014, 05:09:36 PM by $trinick »