Code: Select all
actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
ActiveSound ""
}
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actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
-ActiveSound
}
Much thanks.
Moderator: GZDoom Developers
Code: Select all
actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
ActiveSound ""
}
Code: Select all
actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
-ActiveSound
}
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actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
ActiveSound "weapons/xbowshoot"
}
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actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
ActiveSound ""
states
{
See:
BSPI A 20
BSPI A 3
BSPI ABBCC 3 A_Chase
BSPI D 3
BSPI DEEFF 3 A_Chase
Goto See+1
}
}
Code: Select all
actor arachnotronCustom : Arachnotron Replaces Arachnotron
{
states
{
See:
BSPI A 20
BSPI A 3
BSPI ABBCC 3 A_Chase
BSPI D 3
BSPI DEEFF 3 A_Chase
Goto See+1
Pain:
BSPI I 3
BSPI I 3 A_Pain
Goto See+1
}
}
In fact, please do this; if you're using SNDINFO entries that aren't "supposed" to exist, and somebody happens to load a WAD file that contains the lump name it's looking for, suddenly you're dealing with a whole different brand of annoying sounds.gramps wrote:There's also a "dsempty" sound in gzoom.pk3 that's just a blank sound, you should be able to use that where you were using an empty string before.