Insert Sound Response

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

[FU2]SpawnKiller

New Member
Sep 13, 2003
26
0
0
www.1ultimatesnipingzone.com
HOW CAN I INSERT A SOUIND RESPONSE AS WELL AS THE MESSAGE IN THIS CODE???

Code:
		{
			if ( DeactivateDamageMomentum || !I.bActive )
				Momentum = vect(0,0,0);
			if ( InstigatorDamageScale > 0 )
				InstigatedBy.TakeDamage(ActualDamage * (InstigatorDamageScale / 50), InstigatedBy, HitLocation, Momentum, DamageType);
			ActualDamage *= VictimDamageScale / 100;
			InstigatedBy.ClientMessage( "THE PERSON YOU ARE SHOOTING IS STILL UNDER PROTECTION" );
			BroadcastLocalizedMessage(class'SpawnKillMessage', 0, InstigatedBy.PlayerReplicationInfo, Victim.PlayerReplicationInfo);
		}
 

EvilDrWong

Every line of code elevates you
Jun 16, 2001
932
0
0
40
Inside the machine
Visit site
[smartass] YOURE ON THE RIGHT TRACK, FROM WHAT I CAN TELL, BUT I DONT KNOW WHERE YOURE DOING THIS. [/smartass] ;)
heh, sorry :p
Instead of BroadcastLocalizedMessage you can send the InstigatedBy.Controller the same message by using
Code:
InstigatedBy.Controller.ReceiveLocalizedMessage(class'SpawnKillMessage', 0, InstigatedBy.PlayerReplicationInfo, Victim.PlayerReplicationInfo);
And to play the sound you can do something simple like this
Code:
Victim.PlaySound(sound'SpawnProtectionHit');
Hope that helps