Discuss all aspects related to modding Zandronum here.
-
Fabysk
- Forum Regular
- Posts: 469
- Joined: Sat Sep 22, 2012 8:17 pm
- Location: In a house...duhh
#1
Post
by Fabysk » Sun Jul 19, 2015 6:40 am
While working on the last update to Project 115 - A New Threat, I was map edidting as usual, but until I tested a map, the ACS action ThingSound did not activate when double jumping as it should.
Here are screenshots that everything looks fine:
Spoiler: The SNDINFO with the sound file (sound/EXOJUMP w/ EXOJUMP) (Open)
Spoiler: The double jump script with ThingSound (Open)
With the Thing ID of player 1 being 1337, I'm unsure what's going on. I did check my sound settings and everything is fine. Does anyone know why this is happening?
Last edited by
Fabysk on Sun Jul 19, 2015 8:48 pm, edited 1 time in total.
-
Vincent(PDP)
- Forum Regular
- Posts: 527
- Joined: Thu Mar 14, 2013 7:35 pm
- Location: Sweden
- Clan: My DOOM site
- Clan Tag: <MDS>
-
Contact:
#2
Post
by Vincent(PDP) » Sun Jul 19, 2015 12:37 pm
1. Do you see your hudmessage when double jumping?
2. If you want infinite duration on your hudmessage, set the holdtime to 0.0 .
//
Visual Vincent (
Vincent (PDP) )
-
My DOOM site Team
My projects:
Spoiler: (Open)
-
Fabysk
- Forum Regular
- Posts: 469
- Joined: Sat Sep 22, 2012 8:17 pm
- Location: In a house...duhh
#3
Post
by Fabysk » Sun Jul 19, 2015 12:46 pm
Vincent(PDP) wrote:
1. Do you see your hudmessage when double jumping?
2. If you want infinite duration on your hudmessage, set the holdtime to 0.0 .
Yes I do see the HudMessage, but it's ThingSound that's not working.
-
Fabysk
- Forum Regular
- Posts: 469
- Joined: Sat Sep 22, 2012 8:17 pm
- Location: In a house...duhh
#4
Post
by Fabysk » Sun Jul 19, 2015 8:48 pm
I found my solution. It was actually other sounds that didn't allow "EXOJUMP" to play in game. So, removing them was the fix.
-
Fabysk
- Forum Regular
- Posts: 469
- Joined: Sat Sep 22, 2012 8:17 pm
- Location: In a house...duhh
#5
Post
by Fabysk » Sun Jul 19, 2015 8:48 pm
I found my solution. It was actually other sounds that didn't allow "EXOJUMP" to play in game. So, removing them was the fix.