Merranvo,
Yeah,
As a point of fact I have tried almost every sound command and location or combination in script that one could think of and still cant get a result, which is why I have needed to try for hours - normally such a function would take no time at all.
Getting an entity - any entity - to play a sound should not really be a problem of course and would not normally be for me as you would guess.
However if it was possible I would have done it and would not ask for your advice.
Most advice would suggest that a sound should work but it is not in this instance.
Seems to me like FPSC is just being a bitch for some reason only known to FPSC - it does such wierd things occasionally when it gets in a confused state itself and corrupts itself in relation to one object and refuses to play ball.
Obviously If you arnt able to suggest any particular reason "known" to you then it must be FPSC as I suggested in which case its down to me to track an unknown error down and fix it.
I will do so or find some other solution to a jetpack capability - easier said than done - or drop it altogether.
Cheers
EDIT :
On further testing it looks like either the script disables all sounds attached to the object for some reason I cannot ascetrain or theres an FPSC bug preventing sounds attached to entities of this particular nature from working.
I have attched the script I am using and as you can see the only thing changed in this script from the original is the moveup distances.
I have removed any sound refs as they wont work wherever placed so if anyone wants to have a go to see if they can get one to work I would be most pleased if they can say how they do it. It seems it cant be done but perhaps someone else can prove this assumption to be incorrect.
CODE :
;Artificial Intelligence Script desc = Auto Lift (Up and Down) (activate brings lift to plr) (Merranvos JetPack)
;Header
;Triggers
:state=0:state=6,coloff
:state=1,plrhigher=20:moveup=8
:state=1,raycastup=0 -20:state=3
:state=1,raycastup=70 100:state=4
:state=1:moveup=-5,rotatetoplr
:state=1:unassociateplayer
:state=3:state=1
:state=1,plrusingaction=1,plrcanbeseen:associateplayer,moveup=7
:state=4,plrhigher=20:state=1,unassociateplayer
:state=1,timergreater=30000:destroy
:state=6,plrdistwithin=50:state=1,associateplayer,timerstart
;End of Script