UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

PlayLoopSound(); fix!

broken avatar :(
Created 9 years ago
by thezombieproject
0 Members and 1 Guest are viewing this topic.
1,089 views
broken avatar :(
×
broken avatar :(
Location: usNUKETOWN
Date Registered: 19 February 2014
Last active: 7 years ago
Posts
177
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
Zombie Specialist
Signature
×
thezombieproject's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Oil Rig Beta Access
Oil Rig Beta Access
For the past few weeks ive been trying to figure out why when
example if i script  self PlayLoopSound( "fire_sound" );
 in game the sound stops after i throw a nade or when i switch weapons. Today i found out why this happens.

look here! This is code from zombiemode_tesla
http://gyazo.com/43d4b17584e9b2d9bb298bab219ac28f as soon as the player spawns in that code starts looping and is constantly trying to stop loop sounds everytime you switch weapons or throw nades even if the waffle/tesla is not in your possession.

This code was intended for stopping the "tesla idle loop sound" instantly if player tosses nade or switches weapons instead it stops all loop sounds.
 for now i commented out this block of code and it fixed my sound issue.  This works fine for me but i posted this just incase someone wants to make a fix for this issue.

thanks for reading
cya




Last Edit: August 05, 2015, 12:16:11 am by thezombieproject
broken avatar :(
×
broken avatar :(
The Last of Us
Location: scotland
Date Registered: 28 September 2013
Last active: 3 weeks ago
Posts
1,463
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
Personal Quote
ฏ๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎๎
Signature
×
smasher248's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
smasher248's Contact & Social Linkssmasher248smasher248
For the past few weeks ive been trying to figure out why when
example if i script  self PlayLoopSound( "fire_sound" );
 in game the sound stops after i throw a nade or when i switch weapons. Today i found out why this happens.

look here! The is code from zombiemode_tesla
http://gyazo.com/43d4b17584e9b2d9bb298bab219ac28f as soon as the player spawns in that code starts looping and is constantly trying to stop loop sounds everytime you switch weapons or throw nades even if the waffle/tesla is not in your possession.

This code was intended for stopping the "tesla idle loop sound" instantly if player tosses nade or switches weapons instead it stops all loop sounds.
 for now i commented out this block of code and it fixed my sound issue.  This works fine for me but i posted this just incase someone wants to make a fix for this issue.

thanks for reading
cya

thank you for this, i was wondering why it asnt working properly, in the end i just through it in a while loop and had a wait  song length :P
broken avatar :(
×
broken avatar :(
Location: usNUKETOWN
Date Registered: 19 February 2014
Last active: 7 years ago
Posts
177
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Donator ♥
My Groups
More
My Contact & Social Links
More
Personal Quote
Zombie Specialist
×
thezombieproject's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Oil Rig Beta Access
Oil Rig Beta Access
your welcome, i figured id post it cause i remember asking around and no1 seemed to know why this happens. now i can play loop sounds without using constant loop or spawning a origin  :)

 
Loading ...