Looping Gunfire Sounds
Posted: Fri Jul 28, 2006 6:52
I've been attempting to experiment with something in Decorate weaponry. If you've dived into the resources of most modern FPS games, you might notice that weapons like machineguns have their firing sounds played in a loop instead of once per bullet (examples of this: Raven Shield, Serious Sam's tommygun, No One Lives Forever 2, and Far Cry among others). I've been trying to mimic something like this in Decorate.
I've done a little research on the ZDoom Wiki, and I haven't found any sort of command that would work for something like this (there's AmbientSound, but that plays the sound at full volume regardless of distance - I'd rather that didn't happen, because I don't want it to screw up in multiplayer).
The solution, I think, is create an automatic weapon that enables the ambientsound at the start of the firing sequence, goes into the Hold states so it doesn't start the sound over, and then stops the ambientsound after a refire check. I'm not sure what command I ought to use (or even if such a command exists - if not, I'll move this to the Feature Requests forum).
I've done a little research on the ZDoom Wiki, and I haven't found any sort of command that would work for something like this (there's AmbientSound, but that plays the sound at full volume regardless of distance - I'd rather that didn't happen, because I don't want it to screw up in multiplayer).
The solution, I think, is create an automatic weapon that enables the ambientsound at the start of the firing sequence, goes into the Hold states so it doesn't start the sound over, and then stops the ambientsound after a refire check. I'm not sure what command I ought to use (or even if such a command exists - if not, I'll move this to the Feature Requests forum).