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Normal Topic UPak.SpinnerProjectile issue: missing explosion sound in Coop (Read 1255 times)
Masterkent
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UPak.SpinnerProjectile issue: missing explosion sound in Coop
Nov 18th, 2013 at 3:50pm
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In the following fragment of UPak.SpinnerProjectile

Code
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	function MakeSound()
	{
		if( Level.NetMode != NM_DedicatedServer )
			PlaySound( ImpactSound );
		MakeNoise( 1.0 );
	}
	simulated function Explode( vector HitLocation, vector HitNormal )
	{
		local EnergyBurst e;

		MakeSound();
		HurtRadius( Damage * DrawScale, 240 * DrawScale, 'corroded', MomentumTransfer * DrawScale, Location );
		if( Level.NetMode != NM_DedicatedServer )
		{
			e = spawn( class 'EnergyBurst', , , HitLocation + HitNormal * 9 );
			e.RemoteRole = ROLE_None;
		}
		Destroy();
	} 


the check

Code
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if( Level.NetMode != NM_DedicatedServer ) 


would make sense if MakeSound was declared as simulated. In the current definition PlaySound isn't called neither on dedicated server nor on client (and we can't hear the explosion sound when play in Cooperative mode). I think that the best solution is to remove this condition, then we will get proper behavior on new and old clients (declaring the function as simulated would solve the issue for new clients only).
« Last Edit: Nov 19th, 2013 at 5:48pm by Masterkent »  
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Smirftsch
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Re: UPak.SpinnerProjectile issue: missing explosion sound in Coop
Reply #1 - Nov 18th, 2013 at 4:02pm
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agreed.
  

Sometimes you have to lose a fight to win the war.
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