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Post Posted: 19 Mar 2018, 15:36
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.
Post Posted: 19 Mar 2018, 22:49
Post Posted: 20 Mar 2018, 11:04
Buff Skeleton wrote:Music events affect all players from what I remember. RMusicPlayer has the ability to turn off bBroadcastToAll which might work for specific-player-only music, but otherwise it's just a normal part of the game to have the music change when someone else gets to X before you do.
Post Posted: 20 Mar 2018, 11:50
Post Posted: 20 Mar 2018, 12:29
UBerserker wrote:The trigger to the rmusic needs to be also constantly triggerable. I'm not sure how is that doable because it would mean people constantly passing through a trigger and their music would be reset, which would be bad - meaning those areas can't be visited more than once. I have set everything to broadcasttoall, music just doesn't matter online.
Post Posted: 20 Mar 2018, 15:24
Post Posted: 20 Mar 2018, 20:04
editor Dave wrote:Do you think this could be solved with an Ambient Sound as the overall music should be silent anyways? Since this is a loop, I guess the sample is short enough, so MyLeveling a wav doesnt seem to be too much of a hassle.
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