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Normal Topic Re: New commands and functions in 227 (Read 175 times)
vova123
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Re: New commands and functions in 227
Jan 24th, 2020 at 4:27pm
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I`m  new to all this "Unreal scripting stuff" and i`m not sure, if this is the right place to ask, but i did stumble across this:

han wrote on Aug 10th, 2015 at 12:11pm:
// Stops the specified or all sound slots for an Actor. These functions are network transparent,
// but unlike PlaySound() use a reliable network replication pattern and do no distance checks.
// They share the same behaviour regarding simulated functions and invokation on network clients
// as PlaySound() does. This includes that you need to run those inside a simulated function when
// PlaySound() for that slot was called inside a simulated function (note that the server can invoke
// playback of a sound inside the same slot as the client for an given actor and they will both be
// played at the same time, so sound slots are not mutually exclusive in this situation!).
// To avoid problems in netplay you should ensure that there is a slight amount of time
// between PlaySound() and StopSoundSlot()/StopAllSoundSlots() call, so both will likely be
// execute in order on the network client (note that the same argument applies to multiple
// PlaySound() calls for the same channel, so this is no new issue introduce by these functions).
native(273) final function StopSoundSlot( ESoundSlot Slot );
native(274) final function StopAllSoundSlots();


So, what is the right usage of "StopSoundSlot"?
I got the 227i patch here - https://www.oldunreal.com/oldunrealpatches.html
I tried to use "StopSoundSlot(SLOT_Misc);" and "Owner.StopSoundSlot(SLOT_Misc);" in little modification, that i made for Dispersion Pistol, but i do get errors in both cases, when i`m trying to compile. So, what am i doing wrong?
  
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Re: New commands and functions in 227
Reply #1 - Jan 25th, 2020 at 8:16am
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That is on the upcoming 227j version which isn't live yet. You are using 227i version.
Check out Actor codes with the editor to see which functions you have available.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
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vova123
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Re: New commands and functions in 227
Reply #2 - Jan 25th, 2020 at 11:02am
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.:..: wrote on Jan 25th, 2020 at 8:16am:
That is on the upcoming 227j version which isn't live yet. You are using 227i version.
Check out Actor codes with the editor to see which functions you have available.

Oh, thanks for explaining. And there is no other way to stop specific sound or sound in specific slot from playing in 227i?
  
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Re: New commands and functions in 227
Reply #3 - Jan 25th, 2020 at 1:31pm
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vova123 wrote on Jan 25th, 2020 at 11:02am:
.:..: wrote on Jan 25th, 2020 at 8:16am:
That is on the upcoming 227j version which isn't live yet. You are using 227i version.
Check out Actor codes with the editor to see which functions you have available.

Oh, thanks for explaining. And there is no other way to stop specific sound or sound in specific slot from playing in 227i?

No, only by interrupting the sound with another by playing a sound on same sound slot.

(I split this thread as that's not a discussion thread)
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

(ಠ_ಠ)
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Re: New commands and functions in 227
Reply #4 - Jan 25th, 2020 at 8:40pm
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.:..: wrote on Jan 25th, 2020 at 1:31pm:
No, only by interrupting the sound with another by playing a sound on same sound slot.

(I split this thread as that's not a discussion thread)

Thanks! I interupted it by playing "empty" sound in the same slot.
Working great so far.
  
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han
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Re: New commands and functions in 227
Reply #5 - Jan 26th, 2020 at 3:25am
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Quote:
These functions are network transparent

Actually the networking part was removed to maintain network compat. The comment/post was just not updated to reflect that. In other words: mostly useless in that form.
  

HX on Mod DB. Revision on Steam. Löffels on Patreon.
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