(Tutorial) Adding an other sound to enemy on given level

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(Tutorial) Adding an other sound to enemy on given level

Post by Officer-M. John (Admin) on Wed May 31, 2017 11:53 am

I created some so tutorial what on given level available. It is tutorial too so. Let's him.

(Death sound):

WL_ACT2.CPP:

Code:

        case guardobj:
                {
                 int sounds[9]={ DEATHSCREAM1SND,
                                 DEATHSCREAM2SND,
                                 DEATHSCREAM3SND,
                                 DEATHSCREAM4SND,
                                 DEATHSCREAM5SND,
                                 DEATHSCREAM7SND,
                                 DEATHSCREAM8SND,
                                 DEATHSCREAM9SND
                                 };

                 #ifndef UPLOAD
                 PlaySoundLocActor(sounds[US_RndT()%8],ob);
                 #else
                 PlaySoundLocActor(sounds[US_RndT()%2],ob);
                 #endif
                }
                if  (gamestate.episode == 0 && mapon == 
                {
                PlaySoundLocActor(NEINSOVASSND,ob);
                }
                break;

(Greeting sound):

WL_STATE.CPP:

Code:

        case guardobj:
                PlaySoundLocActor(HALTSND,ob);
                NewState (ob,&s_grdchase1);
                if  (gamestate.episode == 0 && mapon == 
             {
                PlaySoundLocActor(SPIONSND,ob);
                }    
                ob->speed *= 3;                 // go faster when chasing player
                break;

Interessing tutorial from Me. Very Happy But is good if someone want change enemy sound on given level. I tested on Wolf4GW (60 Adventures mod:My mod).
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Officer-M. John (Admin)
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