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DonProof
Junior Member
Join Date: Jun 2021
Old 10-07-2022 , 01:51   Re: [L4D & L4D2] Smoker Cloud Damage
Reply With Quote #268

Quote:
Originally Posted by Slaven555 View Post
Try commenting out these lines:

DispatchKeyValue(victim, "targetname", strDamageTarget);
DispatchKeyValue(entPointHurt, "DamageTarget", strDamageTarget);
DispatchKeyValue(entPointHurt, "Damage", strDamage);
thanks but what I want is for the damage sound to go along with the cough sound, I don't want to remove it.

Code:
    // Config, create point_hurt
    DispatchKeyValue(victim, "targetname", strDamageTarget);
    DispatchKeyValue(entPointHurt, "DamageTarget", strDamageTarget);
    DispatchKeyValue(entPointHurt, "Damage", strDamage);
    DispatchKeyValue(entPointHurt, "DamageType", reviveblock ? "65536" : "263168");
    DispatchSpawn(entPointHurt);
    
    // Teleport, activate point_hurt
    TeleportEntity(entPointHurt, victimPos, NULL_VECTOR, NULL_VECTOR);
    AcceptEntityInput(entPointHurt, "Hurt", (attacker > 0 && attacker < MaxClients && 
    IsClientInGame(attacker)) ? attacker : -1);
    
    // Config, delete point_hurt
    DispatchKeyValue(entPointHurt, "classname", "point_hurt");
    DispatchKeyValue(victim, "targetname", "null");
    RemoveEdict(entPointHurt);
the problem I said above is that the damage sound stops playing and only the cough sound sounds, my question is how do I make that sound go to the end next to the cough sound.
Attached video demonstration of the problem I have

Click here
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