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Author Topic: playsnd Question  (Read 1068 times)

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Offline Freestyle !

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playsnd Question
« on: September 18, 2017, 05:48:36 PM »
Hello,

I have a question is there a way to make a playsnd activate properly with a movehit command ?  :rules:

 example

type = HitDef
trigger1 = animelem = 2   
... etc.
hitsound = S5,2             
guardsound = S6,0

the above work correctly in the hitdef however I would like to use an **extra** sound only activated when the opponent is hit


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
channel = 2
value = 5,6

When I use the code above the sound is late, is there another way to code the playsnd  to prevent lag or do you have any ideas or suggestions

 >:-(-|

Capcom Universe developed by Beximus uses a program that prevents people from accessing the raw files , I was wondering is there a tutorial for this , how is this done because I was interested in making a full game that would prevent accessing the raw file thx in advance ! 



Offline Cyanide

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Re: playsnd Question
« Reply #1 on: September 19, 2017, 11:59:44 PM »
Ignorehitpause = 1
persistent = 0

Add both of them to it. First one means that it will ignore the pausetime parameter in the hitdef. Second will cause it only to trigger the once. If it needs to trigger more often because you have more than 1 hit that you want it to play on you need to alter how you do it a little.

Offline Freestyle !

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Re: playsnd Question
« Reply #2 on: September 20, 2017, 05:55:24 PM »
Thanks again Cyanide !

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