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FPSC Classic Product Chat / No sound of breaking glass

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Lance
22
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 28th Mar 2014 17:08 Edited at: 29th Mar 2014 19:05
Playing around this morning and I find there is no sound file playing broken glass . I used all stock files , no mods . Made a room , put a window in wall ,broke window ( it breaks ) but no sound of shattering glass . This should work with all versions of FPCS (115-119 )
Sound file plays but not in 'game'
Below is the AI script that came with FPSC

;Artificial Intelligence Script

;Header

desc = Window Destroy

;Triggers

:state=1:destroy
:state=0:sound=audiobank\smash\glass.wav,rundecal=1,shapedecal,state=1

;End of Script
ncmako
13
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 29th Mar 2014 04:45
Hi Lance
Yes the "breaking window" script is a bit buggy?
I found a fix (at least for me) just change when the sound plays..
Works for me.
Using 1.20.beta19j. Don't forget to add sound $0 in properties.

I guess you could try

But I haven't tried that yet.
Anyway..best

You know you're a bad gamer when you're able to run out of infinite lives.
Lance
22
Years of Service
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 29th Mar 2014 19:04
I am using version 119 . Still can't shoot glass and hear it break .I tried the code below . I tried the 'Science Lab ' demo with the autoslug weapon .

:state=1:destroy,sound=$0
:state=0:rundecal=1,shapedecal,state=1

added sound$0 in properties pointing to glass.wave file

Thanks
Lance
ncmako
13
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 29th Mar 2014 19:30
Lance
Maybe there is a problem with version 1.19??? Not sure?
But I know it works with 1.20. Do make sure you run your cleaner between tests thoroughly! Test it with a simple small room
and one window and go from there.
best

You know you're a bad gamer when you're able to run out of infinite lives.
Lance
22
Years of Service
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Joined: 22nd Jul 2003
Location: Third planet from Sun
Posted: 31st Mar 2014 22:27
Thanks ncmako ,finally got it to work using 1.20.beta19j and your script . Sad that it was broken for a very long time .

Lance
s4real
VIP Member
19
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Joined: 22nd Jul 2006
Location:
Posted: 31st Mar 2014 23:20
I would update to the latest version as this fixes a lot of other problems.


Best s4real

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JC LEON
15
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Joined: 22nd Apr 2010
Location:
Posted: 5th Apr 2014 17:33
I'm using 120 beta 1.12 and have the same problem..

created a new script I called windowfix.fpi

Quote: "
;Artificial Intelligence Script

;Header

desc = Window Destroy

;Triggers

:state=1:destroy,sound=$0
:state=0:rundecal=1,shapedecal,state=1

;End of Script
"


set it on destroy of the entity ( windows form lab prefab) and I cant hear anything..

what I wrong?
ncmako
13
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 5th Apr 2014 23:28
JC LEON
Did you add the sound in the "windows property" settings?
If not, you need to add it.
Or...you can change the script to point to a certain file.

best

You know you're a bad gamer when you're able to run out of infinite lives.
JC LEON
15
Years of Service
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Joined: 22nd Apr 2010
Location:
Posted: 6th Apr 2014 20:32
tried the first and the second script but I cant hear any sound

Quote: "Did you add the sound in the "windows property" settings?"


where Must I put???
ncmako
13
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 7th Apr 2014 03:16 Edited at: 7th Apr 2014 03:19
JC LEON
I suggest you read over the fpsc manual and also grab a copy of
the "official community guide" here...http://forum.thegamecreators.com/?m=forum_view&t=170978&b=21&msg=2025564#m2025564
It will help answer a lot of your questions you have

As far as the window properties settings
"right click" the window


Next choose the file and apply


Note: That is for the windows "sound 0". if the script called for
"sound=$1" you would need to add your sound file to the correct slot (sound 1)
best

You know you're a bad gamer when you're able to run out of infinite lives.

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