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Sounds
http://45.55.195.193/viewtopic.php?f=73&t=15622
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Author:  Mind [ Mon Jun 29, 2009 4:38 am ]
Post subject:  Sounds

In lua, after the if then statement, can you make it play a sound, or is it buggy?

Author:  Grif [ Mon Jun 29, 2009 4:42 am ]
Post subject:  Re: Sounds

Quote:
Room topic is: Don't PM the voices/ops. Look here first - http://www.datarealms.com/wiki/index.php/Category:Lua - Pastebin: http://luabin.foszor.com/ - Don't ask to ask, ask your question and wait for someone to respond! - playsound is broken - GRENADES DO NOT HAVE TEAM VARIABLES

Author:  Mind [ Mon Jun 29, 2009 4:43 am ]
Post subject:  Re: Sounds

Don't go on mIRC much anymore. Maybe i should.....

Thanks then :)

Author:  mail2345 [ Mon Jun 29, 2009 4:55 am ]
Post subject:  Re: Sounds

Tip:
Have a sound actor that dies and plays a sound.
Oh, and have it record timescale, set it to false, then set it to true.

Author:  Asatruer [ Mon Jun 29, 2009 6:32 pm ]
Post subject:  Re: Sounds

My solution to this problem was to spawn an AEmitter to play the sound(s) I wanted. One benefit of using an AEmitter is it has a bunch of emission related sound options, EmissionSound, BurstSound, and EndSound... and it may also accept Gibsound, giving you a lot more control over when and how the sounds play.

Author:  LowestFormOfWit [ Tue Jun 30, 2009 7:34 am ]
Post subject:  Re: Sounds

Asatruer wrote:
My solution to this problem was to spawn an AEmitter to play the sound(s) I wanted. One benefit of using an AEmitter is it has a bunch of emission related sound options, EmissionSound, BurstSound, and EndSound... and it may also accept Gibsound, giving you a lot more control over when and how the sounds play.


Yes, but they are still affected by timescale slowing right? mail's solution isn't, which is what we used in Facing Worlds CTF. I could see those working for other types of sounds, maybe non voices.

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