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So I'm working on a zombie modification and decide to give a bandit some sounds. All these sounds are OGG format as well. As well as his Bandit/Hit sounds being WAV, and not playing either.
Whensoever I decide to go into the game, his sounds don't seem to play, it's only the default grunt/attack sounds. I can't tell whether I did something wrong in the SNDINFO or his DECORATE code. Nothing seems to be misspelled...
Here's both of his codes in DECORATE and SNDINFO.
Spoiler:
Actor Bandit
{
Radius 20
Height 56
Health 75
GibHealth -30
Painchance 170
Speed 10
MONSTER
+NOINFIGHTING
+FLOORCLIP
+QUICKTORETALIATE
+AVOIDMELEE
SeeSound "Bandit/See"
ActiveSound "Bandit/Active"
PainSound "*pain100"
DeathSound "*death"
Obituary "%o has been shot!"
Translation "112:123=104:111","124:127=0:0"
States
{
Spawn:
VAR7 A 0 Thing_ChangeTID(0,150)
VAR7 A 7 A_Wander
VAR7 A 0 A_LookEx(0,0,1280)
VAR7 B 7 A_Wander
VAR7 B 0 A_LookEx(0,0,1280)
VAR7 C 7 A_Wander
VAR7 C 0 A_LookEx(0,0,1280)
VAR7 D 7 A_Wander
VAR7 D 0 A_LookEx(0,0,1280)
VAR7 A 0 Thing_Hate(0,160,3)
See:
VAR7 A 0 A_JumpIfHealthLower(40,"SpeedMode")
VAR7 AABBCCDD 4 A_Chase
loop
Missile:
VAR7 E 4 A_FaceTarget
VAR7 E 0 A_PlaySound("grunt/attack")
VAR7 F 3 Bright A_CustomBulletAttack(10, 10, 1, 8, "BulletPuff")
VAR7 E 4 A_FaceTarget
VAR7 E 0 A_PlaySound("grunt/attack")
VAR7 F 3 Bright A_CustomBulletAttack(10, 10, 1, 8, "BulletPuff")
VAR7 E 4 A_FaceTarget
VAR7 E 0 A_PlaySound("grunt/attack")
VAR7 F 3 Bright A_CustomBulletAttack(10, 10, 1, 8, "BulletPuff")
VAR7 E 0 A_SentinelRefire
loop
Melee:
VAR7 A 3 A_FaceTarget
VAR7 E 5 A_CustomMeleeAttack(5,"Bandit/Hit","","Melee")
VAR7 A 3
goto See
SpeedMode:
VAR7 A 0 A_JumpIfHealthLower(15,"ImOuttaHere")
VAR7 ABCD 4 A_Chase
VAR7 ABCD 4 A_FastChase
loop
ImOuttaHere:
VAR7 A 0 A_ChangeFlag("FRIGHTENED",1)
VAR7 A 0 A_PlaySound("Bandit/Flee")
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
VAR7 ABCD 2 A_Chase
VAR7 ABCD 2 A_FastChase
loop
Pain:
VAR7 G 3
VAR7 G 3 A_Pain
goto See
Death:
VAR7 H 10
VAR7 I 10 A_Scream
VAR7 JKLM 10
VAR7 N 1800
VAR7 MLKJIH 10
TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItemEx("BanditFleshEater",0,0,0,0,0,0,0)
stop
XDeath:
VAR7 O 5
VAR7 P 5 A_XScream
VAR7 Q 5 A_NoBlocking
VAR7 RSTUV 5
VAR7 W -1
stop
}
}
The reason here is actually quite simple: A default lump name is only 8 characters. And all your sound names are longer so you got to use their full path.
Yes, I tend to try to keep my file names at 8 characters and under and I can use the simpler format originally posted.
There's nothing wrong with using full path names, of course. Using 8 characters is probably just a habit I picked up from making WAD files for so many years where the longest name possible is 8 characters.