<aside> ⚡ script "map_bouncesound" (int sound, int force)
</aside>
By default, this script is called by a player who stepped on a vertical bounce pad. If a map has overridden the [map_bouncepad_vertical](<https://mm8bdm.notion.site/map_bouncepad_vertical-e22222c8e7544a1199d2bc057b73688a>)
script, this script may not be called by those respective bounce pads.
This script can replaced by adding a new script in your map of the name, map_bouncesound
, to add additional behavior to this event, or override the existing behavior.
This script has no expected return value.
sound
: int - Which sound effect to play when launched.force
: int - The force at which the player was launched.The default bounce pad sound script plays one of three sound effects, depending on the input of sound
, inherited from the bounce pad actor:
0
- "misc/boing"
: Basic spring noise.1
- "misc/jumppad"
: Generic “airy” bounce pad noise.2
- “misc/pumpjet”
: Underwater pump bounce pad noise.// You can override this scripts to play a custom sound for bounce pads.
// Simply remove the "sound" condition and change the array out for a
// sound defined in SNDINFO
// Activator: Player who bounced
//
str padSounds[3] = {
"misc/boing",
"misc/jumppad",
"misc/pumpjet",
};
script "map_bouncesound" (int sound, int force)
{
if(sound > -1) {
ThingSound(ActivatorTID(), padSounds[sound], 128);
}
}