AntiFiter
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| Joined: 14 May 2009 |
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| 26 Sep 2014 06:40 PM |
I'm making a gun. Everytime their is a Mouse1Down it goes through the standard bullet firing function. I just added a Fire sound in the handle, and it plays everytime you click/hold down.
Since my gun is automatic, I want the sound to play everytime you click OR hold it down (like a real gun would sound). Anyone know how to do this?
sound settings: Archivable = true Looped = false PlayOnRemove = false |
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| 26 Sep 2014 06:42 PM |
Wait, what is this? AntiFiter, you're not dead?
Trouble w/ Exploiters At Your Base? Having Issues With Your LinkedSword? Use This Sword & Script Provided by The Sword Clan Community: http://www.roblox.com/---item?id=179203012 - Cubyfan2 & Cubyfan22 | Add 23,481 Posts |
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AntiFiter
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| Joined: 14 May 2009 |
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| 26 Sep 2014 06:45 PM |
Sup bro, it's Cubyfan2 from C&G.
Trouble w/ Exploiters At Your Base? Having Issues With Your LinkedSword? Use This Sword & Script Provided by The Sword Clan Community: http://www.roblox.com/---item?id=179203012 - Cubyfan2 & Cubyfan22 | Add 23,481 Posts |
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AntiFiter
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| Joined: 14 May 2009 |
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| 26 Sep 2014 06:46 PM |
Oh hey cuby.
You happen to know how do to my original question?
You know how whenever you shoot a raycast gun, no matter how fast, it plays the sound in the Handle over and over? Yeah, that's what I'm wondering how to do, because I can hold it down for 5 seconds and use 20 bullets, but the sound only plays after. |
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| 26 Sep 2014 06:47 PM |
| Just add sound:Play() to your loop? |
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| 26 Sep 2014 06:48 PM |
Yeah just add sound:Play() to the loop.
Trouble w/ Exploiters At Your Base? Having Issues With Your LinkedSword? Use This Sword & Script Provided by The Sword Clan Community: http://www.roblox.com/---item?id=179203012 - Cubyfan2 & Cubyfan22 | Add 23,481 Posts |
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AntiFiter
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| Joined: 14 May 2009 |
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| 26 Sep 2014 06:51 PM |
Here is a bit of code
Mouse.Button1Down:connect(function() if Can_Shoot and Ammo.Value > 0 and Character.Humanoid.Health > 0 then Mouse_Held = true while true do script.Parent.Handle.Fire:play() Can_Shoot = false
It still has the same result |
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AntiFiter
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CrowClaws
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| Joined: 04 Jul 2010 |
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| 26 Sep 2014 07:33 PM |
you could do something like
repeat sound:play() wait(0.1) until held == false
Or whatever
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AntiFiter
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| 26 Sep 2014 07:42 PM |
@Crow
I'll try that out in a second but I think the problem is that the Sound can only :play() once at a time, and keeps resetting the :play() for every time you click. |
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AntiFiter
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| Joined: 14 May 2009 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 27 Sep 2014 01:05 PM |
| does anyone happen to know |
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AntiFiter
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| Joined: 14 May 2009 |
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| 27 Sep 2014 01:28 PM |
If I changed the pitch to 10 it can go through the sound fast enough to play it in .1 seconds.
I need to figure out how to OVERLAP the same sound |
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BruceAB12
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| Joined: 19 Jan 2012 |
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