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  1. #1

    Default Fire sound prob.

    I have just started making some new weapons, and the fire sound is screwed up. When you play single player it's fine, but as always net play screws up.

    The fire sound for the weapon is at location 0,0,0 all the time when playing on a lan game instead of being at the weapon location. Any idea's why?
    I'm assuming replication....
    Yeap, nothing hare!
    I cant' splel eother.

  2. #2
    Redeemer
    Join Date
    Jan 2004
    Location
    The great Pacific Northwest
    Posts
    1,426

    Default

    Did you drastically modify the weapon code or weapon fire code? Are you calling the playownedsound function from a different actor or at a different spot in the code?

    Another question I would ask, do regular UT weapons exhibit the same sound location problem? IIRC the weapon actor itself only exists on the owning client and server, all other clients only know about the weapon attachment and pawn only. I have never really noticed on a regular LAN game if the default UT weapon sounds come from the center world location
    Last edited by meowcat; 12-22-2006 at 06:46 PM.
    "What do you mean it doesn't exist clientside?"
    YARM: where player's Lean, Prone, Mantle, Dash, Crouch Jump, 'Parkour' and slide around all with generic realistic weapons!
    My Generic Mods for UT2K4:
    Yet Another Real-life Mod: Realistic weapons, unoriginal gameplay, w/ cheap CODMW knockoff mutator
    TD Vehicles: HUMV, MI4Hound, Motorcycle, IFAV Jeep, UH-60, MH-53 & AH-6 Helicopters, Abrams Tank


 

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