Quote:
Originally Posted by Slaven555
Try commenting out these lines:
DispatchKeyValue(victim, "targetname", strDamageTarget);
DispatchKeyValue(entPointHurt, "DamageTarget", strDamageTarget);
DispatchKeyValue(entPointHurt, "Damage", strDamage);
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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