I need help to fix this problem I wanted to implement two bullet puffs, so I put two lines of A_FireBullets, one that shoots the bullet (with the spark puff) and another one that does not shoot (but make appear another bullet puff).
The problem is that the firing sound plays twice and i only want to play it once...any ideas on how to do fix it? here is the file if you want to check it out
File: http://www.mediafire.com/file/vf8v5wdbz ... kePuff.pk3
Weapon firing sound plays twice - Decorate
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Weapon firing sound plays twice - Decorate
You are using two iterations of a_firebullets, so it correctly plays the shooting sound twice.
Resolution is simple: spawn a invisible spawner, that will spawn the two types of puffs. That will allow you to use only one a_bulletattack.
Resolution is simple: spawn a invisible spawner, that will spawn the two types of puffs. That will allow you to use only one a_bulletattack.
Re: Weapon firing sound plays twice - Decorate
Could you show me how the lines would look?ramon.dexter wrote:You are using two iterations of a_firebullets, so it correctly plays the shooting sound twice.
Resolution is simple: spawn a invisible spawner, that will spawn the two types of puffs. That will allow you to use only one a_bulletattack.
- ramon.dexter
- Posts: 1562
- Joined: Tue Oct 20, 2015 12:50 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Kozolupy, Bohemia
Re: Weapon firing sound plays twice - Decorate
Simple.
Spawn this in place of the puff and youre ok.
edit: Was writing from tablet, so short response.
You can spawn a "spawner" in place, where one spawn function is not enough.
Here is better example. Its zscript, but converting to decorate isnt that hard.
Also, it allows you to use some advanced spawn behaviour, like velocity, etc.
Code: Select all
Spawn:
TNT1 A 0 A_Spawnitemex("first puff")
TNT1 A 0 A_spawnitemex("second puff")
Stop
edit: Was writing from tablet, so short response.
You can spawn a "spawner" in place, where one spawn function is not enough.
Here is better example. Its zscript, but converting to decorate isnt that hard.
Code: Select all
class pistolCasingSpawner : GenericDebris
{
Default
{
+NOINTERACTION
Speed 15;
}
States
{
Spawn:
TNT1 A 0;
TNT1 A 1;
TNT1 A 0 A_SpawnProjectile("Casing9mm", 0, 0, random(-100,-130),10, random(20,45));
Stop;
}
}