uberhen wrote:
To make it delay a second, you could just add a bit of silence to the beginning of the sound file in Audacity or something. I think you should be able to do what you want only using the AEmitter code, but I haven't fiddled with one for a while so I can't recall what variables you need to tweak. Maybe setting (or adding) EmissionCountLimit = 1 would do the trick? That should make it emit once and then stop completely.
Actually, he was still making the sound because of a weird bug. I think it happened because he was already dead when spawning so the game made him scream until he stops moving and his corpse joins the scene. I fixed it by giving him back a bit more health and resistance. Now he won't scream if he gibs with the explosion. I made his survival as uncommon as I could too, it's not like it should happen too often.
It's actually kinda funny. He sometimes lands on another actor and kills it too. xD
He was supposed to survive at first but for some reason, you couldn't select him as one of yours, maybe because he was regarded as a gib. He would also move towards your brain unit and stomp on it to death... Weird stuff.