• Status Unconfirmed
  • Percent Complete
  • Task Type Feature Request
  • Category Backend / Core
  • Assigned To No-one
  • Operating System All
  • Severity Low
  • Priority Very Low
  • Reported Version Development
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: EDuke32
Opened by Jordon Moss - 2016-11-18

FS#44 - "actorsound" CON function

Right now, EDuke32 has stopactorsound, and ifactorsound, but no actorsound function. I can think of many scenarios where it would not only be nice to stop other actors from playing sounds/check if they are playing a sound, but also make other actors start playing sounds.

This could be used to make Duke Talk play from the attacking player (without the need of flimsy, ugly hacks), instead of globally. It can also be used to make an enemy that uses a psychic attack that makes the target emit a high-pitched sound before causing it to explode, scanners-style. Or, it could be used to make items that cause the player picking it up to make a sound that’s audible to other players.


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