Author Topic: PlayMusic Event  (Read 374 times)

onActivate > Client > PlayMusic > wtfboom [ ] (Does not loop)
onActivate > MiniGame > PlayMusic > Rickrolled
  • (Loops)


There's a list and a checkbox.
You choose the song in the list, and if the checkbox is checked, it loops.
PlayMusic should be for the client and minigame targets only.
I have been needing these events a lot, and it would be awesome if someone could make them!
They already have the playSound event for all targets made...

The problem with this is you can't control if it loops or not without doubling the amount of music datablocks. Additionally, if you loop any sound on a client, there's no way that I know of to stop it.

The problem with this is you can't control if it loops or not without doubling the amount of music datablocks. Additionally, if you loop any sound on a client, there's no way that I know of to stop it.

Maybe a variable event called ifmusicplaying? You could set it to be none or any song in your music folder; also you could have a loop of checks to see if a player is standing on a baseplate, and then if it comes back true...

Onplayertouch -> client -> ifmusicplaying [Music selection (None or any song in your music folder)]

Onvariablefalse -> client -> playmusic -> [musicselection]

And if the player already has music playing in the background, it doesn't play the file again.

You could also have it so it checks to see if a certain song is playing. In the example, the player is leaving the forest and entering the desert, so the forest music needs to stop and the desert music needs to start, so...

Onplayertouch -> client -> ifmusicplaying [Desert]

Onvariablefalse -> client -> playmusic -> [Desert]

I realize the events look incomplete, so if someone needs me to explain it more clearly, I'll try. I'd really like to see this become a reality.

But the WHAT THE forget BEEEWM is a sound