Login Issues
Forgot password?Activate Issues
Account activation email not received? Wrong account activation email used?Other Problems?
Contact Support - Help Center Get help on the UGX Discord. Join it now!Instead of "riser_location" use "spawn_location"
Thanks for the clarification.
I don't understand what you mean about the targetname, but I think what you need to do is something like this
If what your're looking for is falloff distance, that is set up in the csv file that the sound you are playing is located in. You will need to make this a 3D sound and set the distances up. If I were you I would read "sound_mod_docs" in your bo3root/docs_modtools folder. It explains setting up aliases. Basically a "sound file" within the cod engine is sort of an array of variables in which the engine processes and modifes the way the sound is played based on the criteria that you declare in the csv file. So essentially, the game will never just play a raw wav file without adjusting the properties of the sound based on the csv, for the most part.
But first before you get into that headache, what function exactly are you using to play the radios? Generally if you want a 3d sound to have falloff distance, default sounds probably have this set up in the csv already, so if you are doing:
Hope that helps you.
*Keep in mind some of the sounds you might be using could possibly be set up as 2D sounds and not 3D, so you probably won't hear them in game if you are doing PlaySoundAtPosition() in some cases. Also, be careful when editing the sound aliases, because if you put erroneous data into any of the fields, this will fuck up the sound and it will either not play at all, or just sound undesirable. That is why I recommend reading that document I pointed out earlier. I went through this hassle before setting up sounds, and as long as you have patience and a bit of time it's not really that hard you will find. says yoda
Go watch some tutorials.