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Author Topic: Square - Round Points  (Read 3460 times)

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Offline Alex

Re: Square - Round Points
« Reply #15 on: Sunday, May 06, 2012, 13:06:15 PM »
Sound radius and Transistent sound radius values in the Sound tab are default for both objectives, therefore too high (64 and 300). Lowering them to around 15/20 and 20/25 will fit i think.



http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius
I thought that was only for ambient sound.

Offline Spanky

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Re: Square - Round Points
« Reply #16 on: Sunday, May 06, 2012, 13:56:29 PM »
I don't think the objective sound volume can be changed. I think a lot of it has to do with how much BSP/portals there are between the player and objective.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BiG_SerGiO

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Re: Square - Round Points
« Reply #17 on: Sunday, May 06, 2012, 17:24:26 PM »
GJ Killaman, let's wait for the next map update :)
"Three things can not hide for long: the Moon, the Sun and the Truth"?
Hmm?

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Offline BlueBlaster

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Re: Square - Round Points
« Reply #18 on: Sunday, May 06, 2012, 17:41:10 PM »
Because unreal engine is OOB based and blah blah, classes, blah blah, I'm pretty sure the Sound category does affect the objective. Because the actual objective actor is the one emitting the sound.

Make sure full volume is false, reduce the sound radius.


Fun fact: almost any actor entity can emit a light if you setup the light values correctly. The same idea works for sound.



Offline Koden

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Re: Square - Round Points
« Reply #19 on: Sunday, May 06, 2012, 17:56:58 PM »
Because unreal engine is OOB based and blah blah, classes, blah blah, I'm pretty sure the Sound category does affect the objective. Because the actual objective actor is the one emitting the sound.

Make sure full volume is false, reduce the sound radius.


Lol, i thought that was obvious, the link i posted before talks about the properties of a generic Actor :D

Quote
http://wiki.beyondunreal.com/UE2:Actor_properties_(UT2004)#TransientSoundRadius

Quote
Fun fact: almost any actor entity can emit a light if you setup the light values correctly. The same idea works for sound.


Hmmmz.... a glow or a a light by true means? Cause then i wonder about the light shape. Seems interesting :)

Offline BlueBlaster

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Re: Square - Round Points
« Reply #20 on: Sunday, May 06, 2012, 18:06:06 PM »
Most likely point source lighting is the the default.



Offline Alex

Re: Square - Round Points
« Reply #21 on: Sunday, May 06, 2012, 21:20:24 PM »
The sound tab does not affect the objective sound. I just tested it but it should have been obvious before seeing as both objectives have a sound volume of 0. :P So the objective sounds won't get any quieter, but what we can do is remove them. Not sure if that's a better alternative or not.

Offline Spanky

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Re: Square - Round Points
« Reply #22 on: Sunday, May 06, 2012, 22:27:15 PM »
Perhaps look at adding an anti-portal between the outside ground and above the objective roof? As wide and long as possible.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline BlueBlaster

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Re: Square - Round Points
« Reply #23 on: Sunday, May 06, 2012, 22:43:13 PM »
Meh, just remove the sounds until we can figure out a better way.



Offline Alex

Re: Square - Round Points
« Reply #24 on: Sunday, May 06, 2012, 22:51:58 PM »
Perhaps look at adding an anti-portal between the outside ground and above the objective roof? As wide and long as possible.
That might work. The only problem is that we have no convenient way to test it that doesn't involve multiple people and an unofficial sever.

Meh, just remove the sounds until we can figure out a better way.
Yeah. The bottom objective shouldn't even have a sound to begin with.
« Last Edit: Sunday, May 06, 2012, 22:53:32 PM by KiLLaMaN »

 

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