Just play it from that area, as a 3D sound, either using playsoundatposition or ent playsound.
To play when player is in area: Trigger radius. Make ah while loop with waittill("trigger"); and then play the sound, then wait the length of the 3D sound. It will keep looking and finish the loop while while the trigger is being triggered.
Last Edit: July 15, 2015, 07:14:00 pm by MakeCents
Just play it from that area, as a 3D sound, either using playsoundatposition or ent playsound.
To play when player is in area: Trigger radius. Make ah while loop with waittill("trigger"); and then play the sound, then wait the length of the 3D sound. It will keep looking and finish the loop while while the trigger is being triggered.
Im sorry I dont understand :(
EDIT: Ive tried many many tutorials on here and even followed some under the help for the same thing and Im still unable to get it to work :(
Last Edit: July 16, 2015, 10:22:29 pm by MJPWGaming
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
make a radius and give it a targetname ( well go "sound_thing" for example )
Code Snippet
Plaintext
// add this under zombiemode::main() in your mapname gsc : ents = getEntArray( "sound_thing", "targetname" ); // finds out which ents to use for ( i = 0; i < ents.size; i++ ) // loop through each one incase there are multiple { ents[ i ] thread play_sound_trigger(); // Thread our new sound function }
// Add this way at the bottom - not "inside" another function play_sound_trigger() // new function name { self waittill( "trigger", player ); // wait till triggered player playLoopedSound( "YOUR SOUND NAME" ); // Play the looped sound wait 1; // wait a second before checking again - this may be unneccesary }
Last Edit: July 18, 2015, 08:28:10 pm by Harry Bo21
make a radius and give it a targetname ( well go "sound_thing" for example )
Code Snippet
Plaintext
// add this under zombiemode::main() in your mapname gsc : ents = getEntArray( "sound_thing", "targetname" ); // finds out which ents to use for ( i = 0; i < ents.size; i++ ) // loop through each one incase there are multiple { ents[ i ] thread play_sound_trigger(); // Thread our new sound function }
// Add this way at the bottom - not "inside" another function play_sound_trigger() // new function name { self waittill( "trigger", player ); // wait till triggered player playLoopedSound( "YOUR SOUND NAME" ); // Play the looped sound wait 1; // wait a second before checking again - this may be unneccesary }
Thank you it works! My other topic I'm currently trying to fix is still giving me problems if you could take a look at it too I'd greatly appreciate it! Have a nice day! http://ugx-mods.com/forum/index.php?topic=7154.0