Thanks for answer, but still not work.
First, I was used A_PlaySoundEx. But It wans' work, so I changed to
normal A_PlaySound, not work either.
One thing, I can't understand is 5 more actors using same A_PlaySoundEx, but only one is working fine, others not work.
Code: Select all
//Hand Grenade Code. It's working well.
actor Fly_M61Grenade
{
obituary "%k [M-61 GRENADE] %o"
DamageType "Explosives"
radius 5
height 5
speed 35
damage 0
seesound "EFT/GRNBOUNCE"
Projectile
-NOGRAVITY
+RANDOMIZE
+DOOMBOUNCE
+FORCERADIUSDMG
+CANBOUNCEWATER
+SOLID
+REFLECTIVE
+FORCEXYBILLBOARD
Scale 0.04
gravity 0.6
bouncefactor 0.4
States
{
Spawn:
FRGX HFEDC 7
FRGX BA 25
Death:
TNT1 A 0 A_PlaySoundEx("EFT/GRNEXP","CHAN_WEAPON")
TNT1 A 0 A_Explode(500,400)
TNT1 A 0 A_SpawnItemEx("Grenade_MainExplosion",0,0,0,0,0,0,0,0,0)
stop
}
}
//Rockets and 40mm Grenade codes -> These are not working
actor RPG7_Flying_Realistic
{
Projectile
obituary "%k [RPG-7] %o"
//-NOGRAVITY
//Gravity 0.1
Scale 0.1
Speed 20
Height 5
Radius 5
Damage (200)
DamageType "Explosives"
//DamageType "ProjectileDirective"
decal Scorch
States
{
Spawn :
RPGR ZZZZZZZZZ 1
Armed :
TNT1 A 0 A_GiveInventory("VAR_GrenadeArmed", 1)
TNT1 A 0 A_Recoil(-60)
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
RPGR Z 1 A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
RPGR Z 1 A_SpawnItem("ExplosionSmall")
TNT1 A 0 ThrustThing((angle*256/360)+(random(-5,5)), 5, 0, 0)
//TNT1 A 0 ThrustThingZ(0,random(0,5),random(0,1),1)
goto Armed
Death :
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("VAR_GrenadeArmed", 1, "Explosion")
TNT1 A 0 A_SpawnItemEx("RPG7_Fall",0,0,0,0,0,0,0,0,0)
Stop
Explosion :
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("EFT/GRNEXP","CHAN_WEAPON")
TNT1 A 0 A_Explode(500,300)
TNT1 AA 0 A_SpawnItemEx("Grenade_MainExplosion_Demolition",0,0,0,0,0,0,0,0,0)
Stop
}
}
actor 40mm_Flying
{
Projectile
obituary "%k [M16A3 M203] %o"
-NOGRAVITY
Gravity 0.4
Scale 0.03
Speed 60
Height 5
Radius 5
Damage (40)
DamageType "Explosives"
decal Scorch
States
{
Spawn :
2031 A 1 //A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
2031 A 1 //A_SpawnItemEx("Grenade_Smoke", 0, 0, 0, 0.01 * Random(-125, 125), 0.01 * Random(-125, 125), 0.01 * Random(25, 245), 0, 128, 0)
2031 A 0 A_GiveInventory("VAR_GrenadeArmed", 1)
Loop
Death :
TNT1 A 0
TNT1 A 0 A_JumpIfInventory("VAR_GrenadeArmed", 1, "Explosion")
TNT1 A 0 A_SpawnItemEx("40mm_Fall",0,0,0,0,0,0,0,0,0)
Stop
Explosion :
TNT1 A 0
TNT1 A 0 A_PlaySoundEx("EFT/GRNEXP","CHAN_WEAPON")
TNT1 A 0 A_Explode(70,400)
TNT1 AA 0 A_SpawnItemEx("Grenade_MainExplosion",0,0,0,0,0,0,0,0,0)
Stop
}
}