level.eggs = 1;
Tried that, doesn't work :/ do I need to return it from my script's function to zombiemode ?
init()
{
level.song_playing_now = false;
level.eggs = 0;
level.trig_mus_count = 0;
trigs = getEntArray("radio_music_trigs","targetname");
for(i=0; i<trigs.size; i++)
{
trigs[i] thread watch_radio();
}
}
watch_radio()
{
self SetCursorHint("HINT_NOICON");
self playLoopSound("ee_song_loop");
self waittill("trigger", player);
playsoundatposition( "ee_song_affirm", player.origin );
self StopLoopSound();
level.trig_mus_count++;
if(level.song_playing_now == false && level.trig_mus_count == 3)
{
level.song_playing_now = true;
level.eggs = 1;
thread play_plr_song();
player waittill("song_done");
wait 0.1;
level.song_playing_now = false;
level.eggs = 0;
self delete();
}
}
play_plr_song()
{
players = get_players();
for(i=0; i<players.size; i++)
{
players[i] playsound("ee_song", "song_done");
}
}
Thank you for your help HitmanVere :)
I did your changes. What I got working was that the round sounds are sucessfully disabled while the song is played.
However, the background music (mx_wave_1 overwritten with custom csv) keeps playing, even between rounds as they are no more round sounds to stop it. don't know if it makes sense xD
Fact is, when I trigger the song between rounds, the ambient music stops playing correctly. It seems that I can't stop it while it's playing.
But prehaps I could turn down the volume or something ? I don't know...
Btw you had 666 respects, I saved you by adding one ^^
I think you can set something up in soundalias. Cant remember atm how, but there is a way to link them somehow
Damn it, why did I answer to this topic :-\