Quote:
Originally Posted by konidias
I wish Stefan would read this thread and reply. 
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I cropped it down.
I noticed why. If you were to do it in a timeout, it'd repeat the same sound. If it's not in a timeout, it'd do it on how far the players distance is from when it was called.
HTML Code:
function onCreated()
{
this.setImg("block.png");
setTimer(20);
}
function onTimeout()
{
this.destroy();
}
//#CLIENTSIDE
function onCreated()
{
this.onTimeout();
}
function onTimeout()
{
playlooped2("bomb.wav", this.x, this.y, 1);
setTimer(0.05);
}
Removing the clientside timeout and only having the playlooped2 would work, but it isn't updated.