Difference between revisions of "A ActiveSound"
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(Created page with "'''A_ActiveSound''' Plays the calling actor's active sound.") |
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− | '''A_ActiveSound''' | + | '''A_ActiveSound''' [(int ''chance'')] |
− | Plays the calling actor's active sound. | + | Plays the calling actor's active sound. Chance gives the probability of the sound being played (0-256). If left out the sound will always play. Set to ''ASP_CHASE'' to emulate the probability of [[A_Chase]]. This is useful for Wolfenstein style monsters as the active sound would otherwised be played far more often than it should. |
+ | GARD A 5 [[A_ActiveSound]](ASP_CHASE) [[A_Chase]]("*", "*", CHF_NOPLAYACTIVE) |
Latest revision as of 22:05, 17 December 2012
A_ActiveSound [(int chance)]
Plays the calling actor's active sound. Chance gives the probability of the sound being played (0-256). If left out the sound will always play. Set to ASP_CHASE to emulate the probability of A_Chase. This is useful for Wolfenstein style monsters as the active sound would otherwised be played far more often than it should.
GARD A 5 A_ActiveSound(ASP_CHASE) A_Chase("*", "*", CHF_NOPLAYACTIVE)