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Graugger

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Posts posted by Graugger


  1. Hello my issue is simple yet complex.

    I am attempting to spawn in a structure which will periodically produce a sound which is meant to shake a persons screen and cause damage to them. Problem is it does the damage but doesn't shake screens or play the sound. The sound is imported into the sound folder and imported in the description yet other players aren't hearing it when I do. This is driving me crazy as I've tried a dozen different combinations and none of them work.

    #loop

    RandomWreckSoundEmitter = -2;

    publicVariable "RandomWreckSoundEmitter";

    ~25

    RandomWreckSoundEmitter = (Random 8);

    publicvariable "RandomWreckSoundEmitter";

    if ((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) then { ZBHCZB1 Say3D "Gargantuaannoyed";};

    /// Only I'm hearing the sounds;

    if (((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) and (isServer)) then {{ _x setdamage (getdammage _x)+.1} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    ///This works when in range

    if (((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) and (isServer)) then {{addCamShake [2.5, 15.25, 40]} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    /// Only my screen shakes when in range

    if ((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) then { ZBHCZB1 Say3D "Gargantuarestless";};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) and (isServer)) then {{ _x setdamage (getdammage _x)+.2} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) and (isServer)) then {{addCamShake [4, 11.25, 70]} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    goto "loop"

    I mean seriously what is wrong with this thing? I've got custom sound files to work in other missions BUT not this one. Even when I force the sound to play through my character nobody else hears it STILL! Also I tried...

    #loop

    if (isServer) then {

    RandomWreckSoundEmitter = -2;

    publicVariable "RandomWreckSoundEmitter";

    ~25

    RandomWreckSoundEmitter = (Random 8);

    publicvariable "RandomWreckSoundEmitter";

    };

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter >= 0)) and (player distance ZBHCZB1 <= 100)) then {Shakingman = player};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter >= 0)) and (player distance ZBHCZB1 > 100)) then {Shakingman = null};

    if (((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) and (isServer)) then { ZBHCZB1 Say3D "Gargantuaannoyed";};

    if (((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) and (isServer)) then {{ _x setdamage (getdammage _x)+.1} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    if (((RandomWreckSoundEmitter <= 6) and (RandomWreckSoundEmitter >= 0)) and (isplayer Shakingman)) then { addCamShake [2.5, 15.25, 40];};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) and (isServer)) then { ZBHCZB1 Say3D "Gargantuarestless";};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) and (isServer)) then {{ _x setdamage (getdammage _x)+.25} foreach nearestobjects [ ZBHCZB1,["man"],100];};

    if (((RandomWreckSoundEmitter <= 8) and (RandomWreckSoundEmitter > 6)) and (isplayer Shakingman)) then { addCamShake [4, 11.25, 70];};

    goto "loop"


  2. I used that scripting line as I had a similar issue but I used it for spawning hear and now the host is the only one that can see the weaponholders. Any clue how to prvenet multiple spawns yet allow everyone to see the gear? I can find the weaponholder when someone else is hosting but when I open it there's nothing in it and nothing appears on the ground.

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