NeuralStunner wrote:There.terranova wrote:Give it a BounceSound property, it'll play it when it bounces.
-_-
Zombieguy wrote:How do I get this 9mm casing to play its bounce-sound? All of the other casings work just fine, but I don't understand why this one won't.Spoiler:
- Code: Select all • Expand view
Actor DebrisGeneral
{
+MISSILE
+NOBLOCKMAP
+NOGRAVITY
+DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
radius 1
height 1
mass 1
damage 0
}
ACTOR 9mmCasingSpawner : DebrisGeneral
{
Speed 20
+NOINTERACTION
//
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
States
{
Spawn:
TNT1 A 0
TNT1 A 1 Thing_ChangeTID(0,390)
TNT1 A 0 A_CustomMissile("9mmCasing",0,0,random(-80,-100),2,random(45,80))
Stop
}
}
ACTOR 9mmCasing : DebrisGeneral
{
//+DOOMBOUNCE
//-NOBLOCKMAP
//-NOGRAVITY
Radius 3
Height 3
Speed 6
BOUNCETYPE "DOOM"
BOUNCESOUND "weapons/casing"
BOUNCEFACTOR 0.6
//
+DOOMBOUNCE
- NOGRAVITY
+WINDTHRUST
+CLIENTSIDEONLY
+MOVEWITHSECTOR
+MISSILE
+NOBLOCKMAP
-DROPOFF
+NOTELEPORT
+FORCEXYBILLBOARD
+NOTDMATCH
+GHOST
Scale .15
renderstyle translucent
alpha 1.0
States
{
Spawn:
TNT1 A 0
TNT1 A 0 Thing_ChangeTID(0,390)
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8)
CAS1 ABCDEFGH 1 A_SpawnItem("MistVeryTiny")
goto spawn+3
Death:
TNT1 A 0
TNT1 A 0 A_jump(256,"death1","death2","death3","death4","death5","death6")
Death1:
CAS1 I 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
Death2:
CAS1 J 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
Death3:
CAS1 K 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
Death4:
CAS1 L 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
Death5:
CAS1 M 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
Death6:
CAS1 N 1000
CAS1 I 1 A_CheckSight(1)
wait
TNT1 A 1
stop
}
}
