| 12-02-2002, 05:52 PM | #1 |
Ok I need a few things cleared up. For one howcome some sounds don't play in a map. For instance I added the a pitlord sound of him chanting and I put it in internal sound. Then I tried making the transmission from a hero's sound be that and it didn't work. Then I tried to just play the sound before the transmission. Neither of these worked :( What I don't get is how some sounds do work. I got the mass teleport sound to work just fine. Another sound that didn't work was the purge sound. Is their something that I am leaving out or did wrong? Ok second question. Awhile ago I spent about a month on a four player rpg that I had to stop on. Each player at the begining had their own cutscene and at the end they all came together into one. This all worked out just fine in single player, but when I tried to play this online everysingle time everyone was dropped from the game. This really pisses me off due to the amount of time and effort I have put into this map. How and what do I do to solve this problem? All help is extremly appriciated. |
| 12-02-2002, 05:56 PM | #2 |
Some sounds don't play because they are 3D sounds. You need to do one of the following: - Attach the sound to a unit or point via Trigger Action: Sound - Attach 3D sound to unit or Sound - Attach 3D sound to point. Only after you do this the sound will play or - Click twice over the sound variable on sound editor, and then uncheck the "3D Sound" option. |
| 12-02-2002, 06:06 PM | #3 |
- Click twice over the sound variable on sound editor, and then uncheck the "3D Sound" option. [/b][/quote] Allright and does this change the integrity of the sound file? |
| 12-02-2002, 06:34 PM | #4 |
Guest | Nope. "3D Sound" is done by the program itself - it increases/decreases the sound's playback volume and decides which of your speakers to play the sound out of, based on the sound's relative origin in-game. |
| 12-02-2002, 06:39 PM | #5 |
Okey, i just exported and inported when i had this problem and then it worked fine. |
| 12-02-2002, 07:22 PM | #6 | |
Guest | Quote:
Still unanwsered... |
| 12-02-2002, 07:25 PM | #7 | |
Quote:
yeah...this is because cinematics cause desync in multiplayer games if you do not use loop for each player. |
| 12-02-2002, 07:29 PM | #8 |
Guest | Allright understood. How would I do this? |
| 12-02-2002, 07:54 PM | #9 |
well its something like for each player wait .... look Kaggz map for example ;) (I think its multiplayer ???) |
| 12-02-2002, 07:55 PM | #10 |
Guest | Kaggz has a cutscene for all players to see. What I want to acclomplish is do have 4 cutscenes all goin at once. One for each player..... |
