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Valgav
Joined: 28 Aug 2010 Posts: 53
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Posted: Thu Feb 19, 2015 23:16 Post subject: Idea: "invisible" sound |
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We have ApplyVFXForPC and OverwriteVisibility but what about sound?
SetVisibility only makes creature or object invisible but you can hide sounds of that creature for example quickchat.
So I'm asking if it's possible to add functions to contro sound? Something like PlaySoundForPC(object oCreature, string sSoundName) or OverwriteAudibility?
Also it would be great if we could create sound objects. Now we can only move already placed objects.
Is it even possibile to use nwnx for such things? |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Thu Feb 19, 2015 23:23 Post subject: |
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Fairly sure that NWNX on the server end can only control the perception of one object to another.
From that point of view its a case of sound and visuals on or off.
To have sound separate from this mechanic you would need a client side extension.
Using nwnx visibility you could however try
Create a placeable, set it to be visible to who you want,
Then make it play a sound.
IF the sound is anchored to something that is not perceived by a player, then I guess in theory the sound might not be heard by that player but perceived by others. |
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Valgav
Joined: 28 Aug 2010 Posts: 53
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Posted: Thu Feb 19, 2015 23:27 Post subject: |
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I'll try with objects but quickchat commands breaks through the barrier of visibility. Even if PC_1 is invisible for PC_2 his quickchat commands are still send to another players.
EDIT: I'm just wondering if the default invisible effect doesn't mute chat etc. Maybe that's some place to start. |
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Valgav
Joined: 28 Aug 2010 Posts: 53
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Posted: Thu Feb 19, 2015 23:50 Post subject: |
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I did some tests. Even object with nwnx visibility set to invisible plays sound for player. So there's a need of creating another function. |
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Baaleos
Joined: 02 Sep 2007 Posts: 830
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Posted: Fri Feb 20, 2015 17:23 Post subject: |
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If you have access to the nwserver symbols
I would suggest having a look at the SendServerMessageToPlayer/Client
There might be a message there that sends the 'play audio' message to the client.
Hooking that - or even being able to call it on command,
might allow control over who hears what |
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