Have you ever gotten a custom sound to work with one-time ambient? For the SFX you usually hear when you walk outdoors on an E1 or E3 map like a heli or a jet flying over.
ifactor NEWSHOTGUN
{
ifspawnedby PIGCOP
{
geta[THISACTOR].owner myspawner
ife sprite[myspawner].action APIGDIVESHOOT // SOMETHING LIKE THIS?
{
geta[].z z
add z 5000
seta[].z z
}
}
}
This post has been edited by VGames: 23 February 2024 - 05:13 PM
// lotag 24 SE in sector == conveyer belt
set A NO
headspritesect spriteid sprite[].sectnum
whilevarn spriteid -1
{
ife sprite[spriteid].picnum SECTOREFFECTOR
ife sprite[spriteid].lotag 24 set A YES
nextspritesect spriteid spriteid
}
lllllllllllllll, on 14 March 2024 - 11:39 AM, said:
This post has been edited by VGames: 14 March 2024 - 04:48 PM
This post has been edited by Mark: 25 March 2024 - 06:50 AM
var FRGS 0 2 getp[].frag FRGS sub FRGS player[].fraggedself digitalnumber DIGITALNUM 160 183 FRGS 0 0 272 0 0 xdim ydim
NightFright, on 27 March 2024 - 01:51 AM, said:
getp[].frag FRGS sub FRGS player[].fraggedself digitalnumber DIGITALNUM 160 183 FRGS 0 0 272 0 0 xdim ydim
// Copy DIGITALNUM (2472) to tilerange 10003-10012
copytile 10003 { tile 2472 }
copytile 10004 { tile 2473 }
copytile 10005 { tile 2474 }
copytile 10006 { tile 2475 }
copytile 10007 { tile 2476 }
copytile 10008 { tile 2477 }
copytile 10009 { tile 2478 }
copytile 10010 { tile 2479 }
copytile 10011 { tile 2480 }
copytile 10012 { tile 2481 }define FRAGNUM 10003 getp[].frag FRGS sub FRGS player[].fraggedself digitalnumber FRAGNUM SHIFTX 183 FRGS 0 0 272 0 0 xdim ydim
ifactor RECON
{
ifspawnedby RESPAWN
sizeat 56 48
else
ifle sprite[].lotag userdef[].player_skill
sizeat 56 48
}
This post has been edited by lllllllllllllll: 28 March 2024 - 07:36 PM