Code:
local Actor Victims; foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius) { Victims.PlaySound(Sound'RC321Sounds.RC321EarRinging', SLOT_None, 255,,10.0,1.0); }
local Actor Victims; foreach VisibleCollidingActors( class 'Actor', Victims, DamageRadius) { Victims.PlaySound(Sound'RC321Sounds.RC321EarRinging', SLOT_None, 255,,10.0,1.0); }
simulated function SpawnEffects( vector HitLocation, vector HitNormal ) { local PlayerController PC; local Pawn P; PlaySound(ExplosionSound,,3*TransientSoundVolume); foreach VisibleCollidingActors(class'xPawn', P, /*Radius*/) { P.PlaySound(Sound'RC321Sounds.RC321EarRinging',SLOT_Misc,3*TransientSoundVolume,,10.0,,true); } ///the way you have it under here may work too //try something like Pc.Pawn.PlaySound(Sound'RC321Sounds.RC321EarRinging',SLOT_Misc,3*TransientSoundVolume,,10.0,,true); if ( EffectIsRelevant(Location,false) ) { PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 3000 ) spawn(class'FlakExplosion',,,HitLocation + HitNormal*16 ); spawn(class'FlashExplosion',,,HitLocation + HitNormal*16 ); spawn(class'RocketSmokeRing',,,HitLocation + HitNormal*16, rotator(HitNormal) ); if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
simulated function SpawnEffects( vector HitLocation, vector HitNormal ) { local PlayerController PC; PlaySound(ExplosionSound,,3*TransientSoundVolume); Pawn.PlaySound=(Sound'RC321Sounds.RC321EarRinging',SLOT_Misc,3*TransientSoundVolume,,10.0,,true); if ( EffectIsRelevant(Location,false) ) { PC = Level.GetLocalPlayerController(); if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 3000 ) spawn(class'FlakExplosion',,,HitLocation + HitNormal*16 ); spawn(class'FlashExplosion',,,HitLocation + HitNormal*16 ); spawn(class'RocketSmokeRing',,,HitLocation + HitNormal*16, rotator(HitNormal) ); if ( (ExplosionDecal != None) && (Level.NetMode != NM_DedicatedServer) ) Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } }
Pawn.PlaySound(correctparams);
PlaySound=(Sound'RC321Sounds.RC321EarRinging',SLOT_Misc,3*TransientSoundVolume,,10.0,,true);
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