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[SOLVED] Round Transition Music Drowning Out EE Song BO3

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Created 5 months ago
by ethanscott_
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Location: us
Date Registered: 14 January 2026
Last active: 4 months ago
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So I have a song that triggers when activating the bears, like in the older games, but when the round ends, the round transition music plays over the easter egg song.
I tried using the,
musicSystemOverride,
line, in the playMusic function, where that line is right before the,
play_2D_sound,
line, and then it waits for the duration of the song wait(338);
then override = false, but with this set up, the round transition music plays prior to the song, doesn't during, and then never again. I want the transition music to resume but it just wont. any ideas?
 
I followed Ice Grenades custom round transition music video for those, and Jbirds easter egg song tutorial, for context on what kinds of aliases and gsc files im editing.
 
EDIT WITH SOLUTION:
 
Easter Egg song portion [edited from JBird's files]
Plaintext
function playMusic()
{
    level.musicSystemOverride = true;
    level.music_playing = 1;

    play_2d_Sound(level.easterEggSong);
    aliasname = level.easterEggSong;
    playback = soundgetplaybacktime(aliasname);

    if (isdefined(playback) && playback > 0)
        wait(playback * 0.001);
    else
        wait(350); //this is the song length in seconds

    level.musicSystemOverride = false;
    level.music_playing = 0;

    if(level.multipleActivations)
        setupMusic();
}

function play_2D_sound(sound)
{
    temp_ent = spawn("script_origin", (0,0,0));
    temp_ent PlaySound(sound); //Ethan
}
main() function additons
Plaintext
function main()
{
zm_usermap::main();
level.music_playing = 0; //This is the Music Portion I added
level._zombie_custom_add_weapons =&custom_add_weapons;

//Setup the levels Zombie Zone Volumes
level.zones = ;
level.zone_manager_init_func =&usermap_test_zone_init;
init_zones[0] = "start_zone";
level thread zm_zonemgr::manage_zones( init_zones );

thread zm_easteregg_song::init();

level.pathdist_type = PATHDIST_ORIGINAL;
}
_zm.gsc additions after line 4834
Plaintext
else //line 4834
{
if(level.music_playing == 0 ) //I ADDED THIS
{ //opened
    if( !IS_TRUE( level.sndMusicSpecialRound ) )
    {
    if( IS_TRUE(level.sndGotoRoundOccurred))
    level.sndGotoRoundOccurred = false;
    else if( level.round_number == 1 )
    level thread zm_audio::sndMusicSystem_PlayState( "round_start_first" );
    else if( level.round_number <= 5 )
    level thread zm_audio::sndMusicSystem_PlayState( "round_start" );
    else
    level thread zm_audio::sndMusicSystem_PlayState( "round_start_short" );
    }
    round_one_up();
    // round_text( &"ZOMBIE_ROUND_BEGIN" );
    } //closed
}

Last Edit: January 17, 2026, 08:51:28 am by ethanscott_

 
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