I wish this thread was paid more attention to. I have the same problem too.
We have a sword weapon that emits a swing sound but if the player swings too
fast the sound no longer gets emitted.
Just want to let OP know... you are not alone :)
~M
> Well EmitSound is unreliable for me when playe
Use a sound envelope for that sort of thing, instead of using emitsound. Do
everything else you already did for maintaining it's state though.
-Tony
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Maarten De Meyer
Sent: Wednesday, October 29, 2008 2:47
no, it's even on the same spot, it randomly doesn't play.
> Well EmitSound is unreliable for me when played from the viewmodel of
> grenades, another dev who helps test said it's because the map I was
> testing on uses looping ambient_generic sounds and the problem might go
> away.
>
> But from wh
Well EmitSound is unreliable for me when played from the viewmodel of
grenades, another dev who helps test said it's because the map I was
testing on uses looping ambient_generic sounds and the problem might go
away.
But from what I read the first time you mailed I didn't think it applies
on w
If no-one has any idea why EmitSound can be unreliable, is there
another/better way to emit sounds? Anyone here implemented a minigun with
alternating, looping sounds being played in sequence?
> Hi list,
>
> *if this is a duplicate mail, ignore it, I'm having mailhost problems*
>
> I'm doing soun
Oh, and that means modifying all of the functions that 'send the grenade
moving' Throw, Lob, whatever. The point is, you take the creation out of those
and create them when the pin is pulled instead of when its thrown, tossed,
sautéed, put in a blender, or stir fried, or whatever it is you're go
It's really simple. Modify the throw function that's on the grenade to NOT
create the entity, and instead just do everything else that's done after it's
created.
Then in your attack thing, create the grenade when they press, start the sound,
but don't throw it. Make it follow the player.
Then
Hey list,
well I think I got the part of checking if it's thrown in the entity
now, but I still don't know how to create the entity before hand while
still being able to different throws.
I tried a rather dumb approach of using a switch that failed horribly,
so I was wondering if anyone had any
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