totalboffin 10 Posted January 13, 2012 Hi there, We are running a linux 1.60 dedicated server, with multiplayer games we have noticed that the civilians spawned with server scripts (alice) are quiet (not making any sounds/chatter). We can see them in what would be conversations but we don't hear them talking/making noises. The same mission on a locally hosted multiplayer game the local player can hear the civilians chatting/screaming etc. Is there something we can do to hear the civilians on a dedicated server game? Are civilians sounds/chatter broadcast to all players in a multiplayer dedicated server? If anyone has any ideas that would be great. Boffin. Share this post Link to post Share on other sites
teetime 10 Posted January 13, 2012 (edited) Not really a help for you ,but be happy about that point. The Traffic this would create would be in no relation to the atmosphere effect it has. So enjoy the lagg free game and dont care about the civs. We made only a small test with the urbanlive modules, because the caused a really bad traffic, so i cant tell you if it was maybe synced in the past. If you want noises you can try to create it over a script solution like: NO PROMISE THAT THIS WILL WORK! This is only a quick idea how a solution could look like! modularray = [[position of your modul1,radius of your modul1],[position of your modul2,radius of your modul2],...]; { [(_x select 0),(_x select 1)] spawn { private ["_positionmodul","_modulradius"]; _positionmodul = _this select 0; _modulradius = _this select 1; while {true} do { npcs = _positionmodul nearObjects ["Man",_modulradius]; { if(_x isKindOf "Civilian ") then { _x say ["Soundname",5]; }; } forEach npcs; sleep 30; }; }; }; } forEach modularray; Edited January 13, 2012 by TeeTime Share this post Link to post Share on other sites
totalboffin 10 Posted January 14, 2012 Thanks TeeTime, will have a look into this! Gave me a start! Share this post Link to post Share on other sites