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FPSC Classic Scripts / Door Script w/ Dud Chance to Open/Break (Random)

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Fpsc Remaking Halo
12
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Joined: 4th Jun 2007
Location:
Posted: 16th Apr 2014 17:30 Edited at: 16th Apr 2014 17:33
So I decided to also get help on this script, so far, it all works. The only thing that I now can't figure out, and by the way, I downloaded the Syntax List (Unofficial), very helpful.


So the problem I am having here, is that when the player has the chance to break the door and spawn in the activateifused/destroy, but I want to make it play a sound while doing so, I have tried using sound=<directory> and using sound=$1. So far when using sound$1 and changing the path in the dynamic settings of a door (note: this is the door from segment placement) it still will not play the desired sound that is in the directory of sound$1. If a directory for sound=audiobank\custom\break.wav will not work at all.




Concept, an Original Idea. A Creation. Takes Effort & Pride.
ncmako
7
Years of Service
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Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 17th Apr 2014 22:11
Fpsc Remaking Halo
First it looks like your have 8 "randoms" at state=6. If I'm not mistaken they should be all ":state=6,random=8" I could be wrong?
Does the door break down and "activateifused" spawn the entity?
If so, try playing your sound=$1 when activating...

Had a similar problem with windows breaking and playing sound
just recently. Had to move sound=$0 to after the destroy
to get it to play. Strange, but it works.

That being said you can also try sound=$1 after the "destroy"?
best luck

You know you're a bad gamer when you're able to run out of infinite lives.
Fpsc Remaking Halo
12
Years of Service
User Offline
Joined: 4th Jun 2007
Location:
Posted: 24th Apr 2014 17:22
Thanks, will try those

Concept, an Original Idea. A Creation. Takes Effort & Pride.

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