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Replicating the MusicTrigger online?

Posted: Tue Aug 03, 2004 2:25 am
by BIGFOOT_PI
Hey folks...
I didn't know it till I finally found someone to test my maps with, but I discovered the MusicTrigger has no effect online except on the server, so no clients hear anything the MusicTrigger does. (which I have all ready confirmed with a couple other mappers) So, I was reading that the music trigger code could be put into a custom pawn class and replicated so it would play on clients, but I dont know how to do this. Anyone who could give any help would be appreciated.
Thanks in advance :)

Posted: Tue Aug 03, 2004 3:01 am
by jb
in the properties of the trigger, look for advanced. Then set bGameRelvent to true. That should make it work for on-line games.

Posted: Tue Aug 03, 2004 5:02 am
by BIGFOOT_PI
Yeah-tried that, didnt work.
trust me - many of us have tried.
The "MusicTrigger" seems to have no client capability by default, which is why some have made a custom pawn class and replicated it to get it to work online.
Im not saying im not open to suggestions to modify settings of this actor as-is, but Im 95% positive Im going to need the help of someone who knows how to code into a new pawn class and code replication code for it. The maker of the Nighthammer mod has done it, but he wont return my emails...
http://fraghouse.beyondunreal.com/night ... ogress.php
he states under "Fourth entry: 28th February, 2004":
"Coded a new trigger for the music trigger - UT2003's standard MusicTrigger actor did not work online, so the code was put into a custom pawn class and replicated. "

Posted: Tue Aug 03, 2004 12:30 pm
by jb
Hmmm ok let me see what we can do to help.....

Posted: Wed Aug 04, 2004 2:16 am
by BIGFOOT_PI
COol , thanks!

Posted: Wed Aug 25, 2004 5:17 am
by BIGFOOT_PI
Just wondering if anyone has any time/ knowledge to help make a custom pawn class for the music trigger with replication code so it works online -would be greatly appreciated- thanks.