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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, batistablr, Welshy
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Author Topic: scream sound probleme
adam57
General Member
Since: May 15, 2007
Posts: 11
Last: Oct 10, 2008
[view latest posts]
Level 1
Category: CoDUO Level Design
Posted: Friday, Oct. 10, 2008 06:09 pm
hello all
i work to add different weapons and effects in gfm mod

i add throw knife ;spatte
flashbang mustard gas and cocktail.
and different effects sound and others
splash screen, radio sound;earthbeat frop weapon ...

im beginner in script
and i have a probleme when players is on fire ( cocktail )just one or no sound (scream playing)???

my sound allias name is mc_scream and
this is mine mc_fix part for cocktail (from mercilless)

thanks for your help

Adam




/* -----------------------------------------------------
CREATE THE AREA EFFECT
AND DAMAGE FOR THE COCKTAIL
eAttacker = owner of damage
vPoint = cocktail explosion coords
---------------------------------------------------- */
MonitorCocktail(eAttacker,vPoint)
{

//PLAY EFFECT FOR 12 SECONDS
burntime = 13;

for(j = 0;j < burntime ;j++)
{
//LOOP THROUGH PLAYERS AND DETERMINE WHO IS IN RANGE
players = getentarray("player", "classname");
for(i=0;i {
dst = distance(vPoint, players.origin);

if( dst > 240 || players.sessionstate != "playing" || !isAlive(players) || isDefined(players.protected) )
continue;

if(dst < 240 )
{
iDamage = (int)(70 * (1 - (dst / 240)) );

}

if(!isDefined(self.isonfire))
players thread playerburn();

sMeansOfDeath = "MOD_FLAME";
sWeapon = "none";
iDFlags = 1;
if(iDamage < players.health )
{
if(!isDefined(players.scr))
{


players thread scream("m");
}
players.health = players.health - iDamage;
}
else
{
if( !isPlayer(eAttacker) || !isDefined(eAttacker.pers["team"]) || (isDefined(eAttacker.pers["team"]) && eAttacker.pers["team"] == "spectator"))
eAttacker = players;

if(!isDefined(players.scr))
players playsound(players.painsound);

players thread [[level.callbackPlayerDamage]](eAttacker, eAttacker, iDamage, iDFlags , sMeansOfDeath , sWeapon, vPoint , undefined,"none");
}
}

wait(1);
}

}

scream(t)
{

self endon("TimeToDie");
self.scr = 1;
if( randomint(100) > 40 || t == "mc" || t == "fc" || t == "p" || t == "h")
{
if(t == "m")
self playsound("mc_scream");

else if(t == "mc")
self playsound("mc_scream");
else if(t == "fc")
self playsound("choke");
else if(t == "p")
self playsound("puke");
else if(t == "h")
self playsound("mc_scream");

}

}


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