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Full Version: Bomb Defuse sounds problems.
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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.
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.
does self playsound play globally? or you dont know?