| code [message #492891] | 
			Wed, 18 July 2018 03:17   | 
		 
		
			
				
				
				  | 
					
						  
						roszek
						 Messages: 296 Registered: June 2010 
						
	Karma: 0
 
					 | 
					Recruit  | 
					 | 
		 
		 
	 | 
 
	
		Is it possible to play a sound just to an individual player?  
 
thanks.
		
		
		
 |  
	| 
		
	 | 
 
 
 | 
	
		
		
			| Re: code [message #492892 is a reply to message #492891] | 
			Wed, 18 July 2018 11:53    | 
		 
		
			
				
				
				
					
						  
						dblaney1
						 Messages: 358 Registered: March 2014  Location: United States
						
	Karma: 0
 
					 | 
					Commander  | 
					 | 
		 
		 
	 | 
 
	
		Yes. 
You can either use: 
 
Create_Sound_Player(GameObject *obj,const char *soundname,const Vector3 & position,GameObject *obj2) 
 
 or 
 
Create_2D_WAV_Sound_Player(GameObject *obj,const char *soundname) 
 
You can also use the console command sndp. 
 
If your sound is dialog though I recommend using:  
 
Create_2D_Wave_Sound_Dialog_Player(GameObject *obj,const char *soundname) 
 
That makes it play over the dialog channel/volume rather than sound effects. 
		
		
		[Updated on: Wed, 18 July 2018 11:59] Report message to a moderator  
 |  
	| 
		
	 | 
 
 
 | 
	| 
		
 | 
	
		
		
			| Re: code [message #492906 is a reply to message #492891] | 
			Sat, 11 August 2018 17:39    | 
		 
		
			
				
				
				
					
						  
						dblaney1
						 Messages: 358 Registered: March 2014  Location: United States
						
	Karma: 0
 
					 | 
					Commander  | 
					 | 
		 
		 
	 | 
 
	
		None of the sound code actually runs on the fds. Your best bet is to use sound emitters. You can create them using w3dview. Then you spawn an invisible object and set the model to that sound emitter. When you want the sound to stop you destroy that invisible object.
		
		
		[Updated on: Sat, 11 August 2018 17:52] Report message to a moderator  
 |  
	| 
		
	 | 
 
 
 | 
	| 
		
 | 
	
		
		
			| Re: code [message #492908 is a reply to message #492891] | 
			Sun, 12 August 2018 21:13    | 
		 
		
			
				
				
				
					
						  
						dblaney1
						 Messages: 358 Registered: March 2014  Location: United States
						
	Karma: 0
 
					 | 
					Commander  | 
					 | 
		 
		 
	 | 
 
	| 
		Yeah that works as well with sound emitters. We use that on our building aggregates so we can have different sounds for the damage levels etc.
		
		
		
 |  
	| 
		
	 | 
 
 
 | 
	| 
		
 | 
	
		
		
			| Re: code [message #492952 is a reply to message #492891] | 
			Thu, 29 November 2018 20:22    | 
		 
		
			| 
				
	 | 
 
	
		If you mean the blue text in the center, you want Set_HUD_Help_Text_Player 
		
		
  Jonathan Wilson aka Jonwil 
Creator and Lead Coder of the Custom scripts.dll 
Renegade Engine Guru 
Creator and Lead Coder of TT.DLL 
Official member of Tiberian Technologies 
		
 |  
	| 
		
	 | 
 
 
 | 
	| 
		
 | 
	| 
		
 | 
	
		
		
			| Re: code [message #492990 is a reply to message #492983] | 
			Sat, 12 January 2019 10:42   | 
		 
		
			
				
				
				
					
						  
						dblaney1
						 Messages: 358 Registered: March 2014  Location: United States
						
	Karma: 0
 
					 | 
					Commander  | 
					 | 
		 
		 
	 | 
 
	
		| Kamuix wrote on Sun, 06 January 2019 15:27 |   Wow roszek that's some awsome maps and mods you have there what is it your playing modification wise something you made or something you downloaded?  
  |  
  
 
The screenshot is from Interim Apex which is available on W3D Hub. Download the launcher from w3dhub.com to play it. Lots of players on daily. 
		
		
		
 |  
	| 
		
	 | 
 
 
 |