#I need help with a cv2 system
1 messages · Page 1 of 1 (latest)
kuck mal also ein raum wo man reingehen kann und dann hören nur leute die in den raum sind sich gegenseitig und sonst kein anderen
also von draußen hört keiner die leute da drin
checkst du?
I don't speak taco laungange
brd du sprichst deutsch
No I dont
Du kannst ein Radio channel Versuchen aber hab die noch nie ausprobiert. Du könntest auch den Raum unter die map packen und Mann kommt da nur hin wenn man ein Knopf gedrückt hat
ja aber wollte so machen das man da halt rein laufen kann also ohne knopf
okay
Nope geht nicht
okay schade
That's German.
I think they're saying that they want to make it realistic so that you can only hear people in the same enclosed space as you. Pretty sure thats whats going on
@raw trout can you maybe help me with the system?
or you @hidden widget ?
I don't even know what you were asking, and no.
okay
lol
ardenis can you help me?!
sure
thank you ardenis
exactly
I would say to use is the Radio Channel chip if all of the rooms are physically connected but if the rooms are not physically connected then simply have a low voice rolloff and have the rooms all physically spaced out (image below) and use the doors as "teleporters" to enter another room so you can only hear a player if theyre in the same room.
I've been looking for it myself haha
haha kompletterino
That’s what i thought but he also wants to block out other peoples voices
just set voice rolloff to 0 and only use radio channel to chat
radio channel isnt affected by rolloff
Nooooo but you can still hear other people
wdym? use other radio channels for different rooms
so I looked into it and did it
without using radio
@empty hollow
however...
its limited to Rooms 2.0 only
@raw trout Is your game in Rooms 2.0?
how did you do that?
im not home rn so I can't show the whole system but essentially set the voice rolloff to 0 for all playerss as default and use the local player override player voice rolloff.
When the local player enters a room, get all other players in that room and override their voice for the local player but when the local player leaves, use the clear override chip to disable the override on all of the players who were in the previous room
oh so it's like for example there are these players
a
b
c
Player a has player b's voice rolloff at 100
Player c has player b's voice rolloff at 500
like that?
not necessarily, voice rolloff can be synced and unsynced. The synced rolloff remains at zero but for the players in the same room as the local player, the local unsynced rolloff for those players is something like 50
so what i can do is set it up so each person in a specific room can hear eachother?
so voice rolloff override unsyncs the rolloff?