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