Quote: ":state=20,plrdistwithin=80:hudshow=dizzy,etimergreater=10500,hudfadeout=dizzy
"
etimer is not an action but a condition.
:state=20,plrdistwithin=80,etimergreater=10500:hudshow=dizzy,hudfadeout=dizzy
you dont use the monstersize-soundfile, did you???^^ if so, convert it to ogg using audacity or another prog, ogg is much smaller in size with a good quality, i use it for all additional sounds that dont have to be waves.
offsound comes with loading big soundfiles (even 5mb is not that small, 50mb is overkill
), lag of the game and (mainly) scriptsize and quality, so when fpsc has to check 300 lines a second for a single (and maybe wrong written) script besides the other parts of the game, it would get slow.
Quote: "Ok this guy needs to die, and die with a explosion."
place character, set to explosive "yes" and setup damage when explode (equals damage done and range of area).
then simply setup a mainscript and add
:plrdistwithin=80:etimerstart,sound=x,state=81
:state=81,etimergreater=2000:destroy
(watch out to not use existing states), then go into destroyscript and place your explo-fx here.
:state=0:etimerstart,state=1
:state=1,etimergreater=0:camshake=20
:state=1,etimergreater=1000:camshake=0
something like this. should work then and is very easy to do.
thats the way i would do it.
edit: sorry, i see in your second post that you want this a bit more drama. ok then you have to do it your ways.
gz