ebigautisticnerd Posted April 3 (edited) Hello, while i was making a few adjustments to my weapons, i stubled across a problem. while i was doing the projectile sound thing, it didnt´t work i tried putting it in spawn, but it wont work too. (with and without a_checkblock) Then i realised that it wont work with both of them any ideas how to make this happen? (you can also put it in ACS) thanks, and i hope the answer will help others too. 0 Share this post Link to post
DynamiteKaitorn Posted April 4 (edited) Been a little while since I've handled decorate but I think you can simply use "seesound " " ". (Place it ABOVE the States section). If the engine kicks up a fuss about SNDINFO, I think "seesound "BLANK" " is fine, then in a SNDINFO textfile, type "BLANK BLANK.wav". (make sure a BLANK.wav is added and contains no sound). 0 Share this post Link to post
ebigautisticnerd Posted April 4 In theroy it's good, but i also want it to play it a different Sound (forgot to mention that) as you can see in decorate line 134, i have an idea what wil fix this bug by just replacing the "Stop" in the death state with a "goto "customfunction"" (i know that works) and Will make a Report on how it went. I can forgive you for stuff like that a projectile has no see sound normaly so it would not make a sound because you also mentioned that it was a while sience you did Something with decorate. still Thanks for the advice. 0 Share this post Link to post
Lippeth Posted April 4 Remove the "50". Max volume is 1. If it's too quiet you'll have to edit the sound in Audacity or something. It should be: PCTP A 1 A_PlaySound("Bonebreak", 0) and PCTP A 1 A_PlaySound("THONK", 0) 0 Share this post Link to post
ebigautisticnerd Posted April 5 17 hours ago, Lippeth said: Remove the "50". Max volume is 1. If it's too quiet you'll have to edit the sound in Audacity or something. It should be: PCTP A 1 A_PlaySound("Bonebreak", 0) and PCTP A 1 A_PlaySound("THONK", 0) It would just play a sound, even if it hits a wall (i don't want that to happen). The thing i wanted to try did not work, so i will try another thing 0 Share this post Link to post
Bryan T Posted April 5 I can't make sense of what you're saying. You can use different states for projectiles. Here's a sample: Spawn: TRAC A 1 Bright A_ChangeVelocity(0, 0, -0.25, CVF_RELATIVE) Loop Death: TNT1 A 0 A_Explode(5*random(1,5),24,0) TNT1 A 1 A_SpawnItemEx("BuellerPuff") Stop XDeath: TNT1 A 0 Stop If the bullet hits a wall it calls the death state. If it hits something that bleeds it goes to xdeath. Here's more info. https://zdoom.org/wiki/Creating_new_projectiles 0 Share this post Link to post
ebigautisticnerd Posted April 6 (edited) 20 hours ago, Bryan T said: I can't make sense of what you're saying. You can use different states for projectiles. Here's a sample: Spawn: TRAC A 1 Bright A_ChangeVelocity(0, 0, -0.25, CVF_RELATIVE) Loop Death: TNT1 A 0 A_Explode(5*random(1,5),24,0) TNT1 A 1 A_SpawnItemEx("BuellerPuff") Stop XDeath: TNT1 A 0 Stop If the bullet hits a wall it calls the death state. If it hits something that bleeds it goes to xdeath. Here's more info. https://zdoom.org/wiki/Creating_new_projectiles Ohhh of course, zdoom wiki was the solution! (This also helped), Thanks for the reminder (and the solution) 1 Share this post Link to post