Scripts not activating sound sequence
Scripts not activating sound sequence
This is driving me crazy. I have a perfectly functional sound sequence (which I tested) and a script that's supposed to activate it. But so far, only SoundSequence("AlarmLoop1"); has worked. This isn't good enough, because I want the sound to be heard all over the map, and this causes it to be heard only at a certain switch. I've tried ambientsound, SoundSequenceOnActor (with multiple actors with the same TID), SoundSequenceOnSector (with multiple sectors but with no TID), and ThingSound. I know the script works, because it has multiple parts, and it seems to skip over the sound sequence. What am I doing wrong?
Last edited by Krispy on Wed Jun 12, 2013 10:28 pm, edited 1 time in total.
RE: Scripts not activating sound sequence
Why don't you try LocalAmbientSound? You can try this and it will play this sound no matter what.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Scripts not activating sound sequence
Nope. It's for multiplayer.
RE: Scripts not activating sound sequence
Can make all players execute it.Krispy wrote: Nope. It's for multiplayer.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Scripts not activating sound sequence
LocalAmbientSound doesn't work either.
EDIT: I've gone with using ambient sound objects. They're working.
EDIT: I've gone with using ambient sound objects. They're working.
Last edited by Krispy on Thu Jun 13, 2013 1:57 am, edited 1 time in total.