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Thread: cod1-1.4: "script_origin" can't playsound()?

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  1. #1
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    download link for the simple test mod: mod_test.zip

    unzip it into the root folder of COD1 and start with "CoDMP.exe +set fs_game test +set g_gametype tdm +map mp_carentan"
    the mod only changes the vanilla tdm.gsc; here is the diff:

    PHP Code:
    diff --git a/tdm_old.gsc b/tdm.gsc
    index f8b7911
    ..cfe9e15 100644
    --- a/tdm_old.gsc
    +++ b/tdm.gsc
    @@ -642,11 +642,34 @@ Callback_PlayerKilled(eInflictorattackeriDamagesMeansOfDeathsWeaponvDi
             self thread respawn
    ();
     }
     
    +
    test()
    +{
    +    
    self endon("death");
    +    
    self endon("disconnect");
    +    
    self endon("spectate");
    +
    +    
    self iprintln("*** enter thread");
    +    
    wait 1.0;
    +    
    self playsound("whizby");
    +    
    wait 1.0;
    +
    +    while (
    1) {
    +        
    org spawn("script_origin"self.origin);
    +        
    self iprintln("***"self.originorg.origin);
    +        
    org playsound("whizby");
    +        
    wait 1.0;
    +        
    org delete();
    +    }
    +}
    +
     
    spawnPlayer()
     {
         
    self notify("spawned");
         
    self notify("end_respawn");
         
    +    
    self iprintln("*** spawned");
    +    
    self thread test();
    +
         
    resettimeout();
     
         
    self.sessionteam self.pers["team"]; 
    i'm starting to think that either there is some sort of a flag that disables sounds for spawned entities or that the sound aliases for spawned entities demand something special (yet i've tried pretty much all sound alias flags already).

    note: i also have cod:uo-1.51 and there even the first self playsound("whizby"); doesn't work.
    Last edited by lobolmart; 4th April 2016 at 09:59.

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