Help Bomb Defuse sounds problems.
#1
So when the bomb is defused, it plays at full volume to anyone with in range, instead i want it to play from the bomb site being defused at like the original plant noise would. Anyone know a work around?


This is taken from globallogics ( cmmod or xkmod both have it similar )..

Code:
doBombSound() { if(!self.beep) { self.beep = true; for(i = 0; i < level.players.size; i++) { level.players[i].nearBomb = false; if(distance(self.origin, level.players[i].origin) < 1200 && isAlive(level.players[i])) { level.players[i].nearBomb = true; } } for(i = 0; i < level.players.size; i++) { if(level.players[i].nearBomb) { level.players[i] playLocalSound( "fly_gear_pull_out" ); //level.players[i] playSoundToPlayer("fly_gear_pull_out", level.players[i]); //playsoundatposition("fly_gear_pull_out",(player.origin)); } } wait 1; for(i = 0; i < level.players.size; i++) { if(level.players[i].nearBomb) { level.players[i] playLocalSound( "fly_gear_pull_out" ); } } wait 0.3; } }

and its called upon from this thread..

Code:
while( self continueHoldThinkLoop( player, waitForWeapon, timedOut, useTime ) ) { timedOut += 0.05; if ( !isDefined( useWeapon ) || player getCurrentWeapon() == useWeapon ) { self.curProgress += (50 * self.useRate); self.useRate = 1; waitForWeapon = false; player thread doBombSound(); }

If someone gets this working, ill give them a cookie AND my mum.
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#2
Code:
doBombSound() { if(!self.beep) { self.beep = true; self playSound("fly_gear_pull_out"); } }

all I can think of and it looks like you tried all the other ways.
[Image: b_560_95_1.png]
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#3
does self playsound play globally? or you dont know?
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