waittill sounddone
Moderator: Moderators
-
$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
waittill sounddone
Does anyone have any idea why this doesn't work properly? The game seems to recognize it, even though it's nowhere to be found in the game module classes; but after the sound is played it seems to wait forever...and ever...
I've placed a println command after the waittill sounddone but it never gets printed so I assume it's still waiting for "the sound to be done"
I've seen this used in stockscripts, I even tested a stockscript which used this and it doesn't work either.
Can anyone shed more light on the subject?
I've placed a println command after the waittill sounddone but it never gets printed so I assume it's still waiting for "the sound to be done"
I've seen this used in stockscripts, I even tested a stockscript which used this and it doesn't work either.
Can anyone shed more light on the subject?
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
I think you need to put the "wait" keyword after a corresponding playsound:
Code: Select all
local.ent playsound somesound wait
local.ent waittill sounddone-
$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
Not working either, it gives me an error like this:
^~^~^ Callback for Sound <mysound> was ignored.
I think waittill sounddone only works in SP...
^~^~^ Callback for Sound <mysound> was ignored.
I think waittill sounddone only works in SP...
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
-
$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
I tried med_kit, med_canteen, snd_landing_foliage1 and hedge_impact1 (--> the latter one is cached with scriptmaster) all give the callback error and waittill sounddone is waiting forever in every case.
Here's my setup:
The hello never gets printed 

Here's my setup:
Code: Select all
wait 3 //wait till I'm in the map to open the console at the right time
local.o = spawn script_model
local.o.origin = ( 240 -300 50)
local.o notsolid
local.o playsound med_canteen wait
local.o waittill sounddone
println " "
println "hello"
println " "That's the same thing even if this would work waittill sounddone would be waiting forever because the sound is continuously loopingWhy not " loopsound" ....
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
-
$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
No go either, while I was at it I tried a script_origin and a trigger_multiple 
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
Code: Select all
wait 3 //wait till I'm in the map to open the console at the right time
local.o = spawn script_model
?????WHAT MODEL??????
local.o.origin = ( 240 -300 50)
local.o notsolid
local.o playsound med_canteen wait
local.o waittill sounddone
println " "
println "hello"
println " "maybe its just me and i dont know what im talking about but how come u spawn script model but have no model definition...u didnt say which model u spawning.......how bout like
local.o. model " ur model here "
then maybe it work?...or try a dummy.tik like someone else said?
just wondering
EDIT: oops just noticed i bumped a month old thread...sry guys
-
$oldier Of Ra
- Lieutenant Colonel
- Posts: 404
- Joined: Sun Oct 16, 2005 7:16 pm
- Location: Belgium
- Contact:
Actually, it is unnecessary to specify a model for the script_model to use. You can use a script_model, script_object and script_origin perfectly without a model.
I use them for some special cases and as a bypass etc... Playing sounds from a script_model without a model works perfectly and I use it all the time. Waittill sounddone does not, I have tried any applicable class in the book. But it's obvious that it only works in SP. I could turn the g_gametype to 0 every time I use waittill sounddone to make it work but that would be just silly, not to mention I would be screwing up my objective matches.
(However this g_gametype trick is handy for SP-only commands you only need to use once such as bsptransition and leveltransition)
So without any unnecessary definition, all three are just invisible, notsolid entities with a size of 1 x 1 capable of doing anything of the Entity Class and the other classes they enherite commands from.
Only if you want to display a model, then you should specify it. It is merely a visual factor with no technical importance whatsoever.
I use them for some special cases and as a bypass etc... Playing sounds from a script_model without a model works perfectly and I use it all the time. Waittill sounddone does not, I have tried any applicable class in the book. But it's obvious that it only works in SP. I could turn the g_gametype to 0 every time I use waittill sounddone to make it work but that would be just silly, not to mention I would be screwing up my objective matches.
(However this g_gametype trick is handy for SP-only commands you only need to use once such as bsptransition and leveltransition)
So without any unnecessary definition, all three are just invisible, notsolid entities with a size of 1 x 1 capable of doing anything of the Entity Class and the other classes they enherite commands from.
Only if you want to display a model, then you should specify it. It is merely a visual factor with no technical importance whatsoever.
Our official website: http://www.mohaairborne.co.cc
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.
(Still accessible through http://mohaaclantb.tk and http://users.skynet.be/mohaaclantb/)
For all your bot needs!!!!
$oldier Of Ra.



