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Silent guard


watermelon eater gaming

Question

DECORATE

ACTOR Guard replaces ZombieMan
{
    Health 25
    Radius 20
    Height 56
    Speed 8
    PainChance 200
    Monster
    +FLOORCLIP
    SeeSound "Wolf3Dguard/sight"
    AttackSound "Wolf3Dguard/attack"
    PainSound "empty/empty"
    DeathSound "Wolf3Dguard/death"
    ActiveSound "empty/empty"
    Obituary "%o was killed by a Guard."
    DropItem "Clip"
    States
    {
    Spawn:
        POSS A 10 A_Look
        Loop
    See:
        POSS BBCCDDEE 3 A_Chase
        Loop
    Missile:
        POSS F 10 A_FaceTarget
        POSS G 10 A_FaceTarget
        POSS H 10 A_SPosAttackUseAtkSound
        Goto See
    Pain:
        POSS I 2
        POSS I 2 A_Pain
        Goto See
    Death:
        POSS J 8 A_Scream
        POSS K 8 A_NoBlocking
        POSS L 8
        POSS M 8
        POSS N -1
        Stop
    }
}

SNDINFO

empty/empty                EMPTY
Wolf3Dweapons/pistol    WVPISTOL
Wolf3Dweapons/smg        WVSMG
Wolf3Dweapons/chaingun    WVCHNGUN
$random Wolf3Dguard/death { Wolf3Dguard_death1 Wolf3Dguard_death2 Wolf3Dguard_death3 Wolf3Dguard_death4 Wolf3Dguard_death5 Wolf3Dguard_death6 Wolf3Dguard_death7 Wolf3Dguard_death8 }
Wolf3Dguard/sight        WVGUASIT
Wolf3Dguard/attack        WVLUGER
Wolf3Dguard/death1        WVGUDTH1
Wolf3Dguard/death2        WVGUDTH2
Wolf3Dguard/death3        WVGUDTH3
Wolf3Dguard/death4        WVGUDTH4
Wolf3Dguard/death5        WVGUDTH5
Wolf3Dguard/death6        WVGUDTH6
Wolf3Dguard/death7        WVGUDTH7
Wolf3Dguard/death8        WVGUDTH8
Wolf3Dss/sight            WVSSSIT
Wolf3Dss/attack            WVSSATK
Wolf3Dss/death            WVSSDETH
Wolf3Dofficer/sight        WVOFFSIT
Wolf3Dofficer/attack    WVLUGER
Wolf3Dofficer/death        WVOFFDTH
Wolf3Dboss/chaingun        WVMINIGN

the guard says nothing and his gun says nothing


why

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45 minutes ago, Nihlith said:

Could it be that the sound files you are using are mislabeled or in the wrong format? I've never used A_SPosAttackUseAtkSound, I always use https://zdoom.org/wiki/A_StartSound and that might work better for the attack sequence.


All of the sound files I'm using are in WAV format at 7042hz, and their lump names perfectly match the names in SNDINFO.

I'm currently making another PK3 that features Waffen-SS as a secret enemy and his sounds work fine. I've tried to mirror the directions I used to create the Waffen-SS actor for the Guard actor, both with the Decorate, sound lumps and SNDINFO, but the game simply gives me two middle fingers and refuses to play the Guard's sounds, no matter what I do to try and fix that.




A_SPosAttackUseAtkSound is used in the Decorate definition for the Shotgunner on ZDoom Wiki and is a valid function in Decorate, SLADE3.
Although it might make more sense to just replace DSSHOTGN with the Wolfenstein 3D gun fire sound

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