Cronyne Posted January 24, 2010 What I plan to do is have a stationary minigun, with a reload switch. Now I know how the script would work, except for the sound. Let's say I had the sound GATLGUN in my wad. script 1 (void) { ? (?,?); Delay(35); GiveInventory("Clip", 200); } What would I use in ? for a sound script that activated GATLGUN? Unrelated: I love when The Rock's face pops up when I ask these. Makes me feel like I'm giving a friendly, yet serious query. 0 Share this post Link to post
Yugiboy85 Posted January 24, 2010 You should try one of these I guess: Sounds * ActivatorSound * AmbientSound * LocalAmbientSound * LocalSetMusic * SectorSound * SetMusic * SoundSequence * SoundSequenceOnActor (New from 2.4.0) * SoundSequenceOnSector (New from 2.4.0) * SoundSequenceOnPolyobj (New from 2.4.0) * ThingSound For more info, get to this link: Zdoom wiki sounds Hope this helps ;) 0 Share this post Link to post
Cronyne Posted January 24, 2010 Well, the first one sounds like what I need, but I've been trying to get it to work and I can't. script 4 (void) { ActivatorSound("misc/i_pkup",127); } How would I make it play, let's say, DSSLOP, cause I tried I write... ActivatorSound("DSSLOP",127); But that didn't work. 0 Share this post Link to post