#  ![](https://www.realm667.com/media/kunena/topic_icons/realm667_repo/user/rep_approved.png) \[SUBMISSION\] Breakable Hydrant Variants

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- **ozymandias81**
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   11 years 2 months ago [\#2186](#2186) by ozymandias81  Replied by *ozymandias81* on topic *[Breakable Hydrant variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2186 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 Ok Gez, I'll scout for some more "metallic" sound then.

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   11 years 2 months ago [\#2187](#2187) by Blue Shadow  Replied by *Blue Shadow* on topic *[Breakable Hydrant variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2187 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

> ozymandias81 wrote: Do you mean that I didn't fix the sound issue for you?!?!

No, no, it works fine.

But seriously, I have the following notes (or rather, nitpicks) regarding this piece of code and similar: Code:

Broken: HYDR EFGH 4 A_PlaySound ("hydrant/broken", 0, frandom(2.0, 3.0), 1, ATTN_NORM) Loop

- Since the sound is looped, there is no need to call A\_PlaySound repeatedly.
- *volume* ranges from 0 to 1.0. You cannot go beyond that.
- For readability, try to use constant names where applicable (i.e. use CHAN\_AUTO for channel instead of 0; TRUE for looping instead of 1).
- And speaking of channels, using CHAN\_AUTO is not really needed here. With CHAN\_AUTO, the engine does a search for an unoccupied channel to play the sound on. This is a needless extra work on behave of the engine in our case, as these hydrant actors only play two sounds at most: the braking and splashing sounds. Since the breaking sound [ is played on CHAN\_VOICE](http://zdoom.org/wiki/A_Scream), then it's very easy to pick another channel that doesn't conflict to play the other sound on without the need to search for an unoccupied channel.

And a couple more things:
- Unless you're including a test map, editor numbers shouldn't be added to actors.
- You don't need to put INFO and CREDITS lumps outside the WAD. Putting them inside is enough.

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- **ozymandias81**
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   11 years 2 months ago [\#2192](#2192) by ozymandias81  Replied by *ozymandias81* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2192 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 Ok BS, your "nitpicks" are fixed now. ![:lol:](https://www.realm667.com/media/kunena/emoticons/caclaf.gif ":lol:")
This is the new code for looping sound + "Broken" state:
Code:

Death: HYDR B 4 A_Scream HYDR CD 4 TNT1 A 0 A_PlaySound ("hydrant/broken", "SoundSlot7", frandom(0.8, 1.0), TRUE, ATTN_NORM) Broken: HYDR EFGH 4 Loop

Updated main OP file, obviously. Now I need to scout for some more fitting "metallic break" sounds and I'll be done with it.

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   11 years 2 months ago [\#2194](#2194) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2194 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

> ozymandias81 wrote: This is the new code for looping sound + "Broken" state:

There is one issue with that: *channel* is an integer value, not a string. See [ here](http://zdoom.org/wiki/Sound_channels).

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- **ozymandias81**
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- Pain Elemental
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   11 years 2 months ago - 11 years 2 months ago [\#2196](#2196) by ozymandias81  Replied by *ozymandias81* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2196 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 Channel changed to 7. Thankx to get the point BS, now I know I have some actors that needs to be fixed this way then *(I usually kek on ZWiki, but today I was really in a hurry for lunchtime reasons)*.

**Fun Stuff:** *Could I say a joke? "Blue Shadow: The King of Nitpicks"!* ![:lol:](https://www.realm667.com/media/kunena/emoticons/caclaf.gif ":lol:")

 Last edit: 11 years 2 months ago by ozymandias81.

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   11 years 2 months ago [\#2199](#2199) by Blue Shadow  Replied by *Blue Shadow* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2199 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

> ozymandias81 wrote: now I know I have some actors that needs to be fixed this way then

Well, only those that use [ A\_PlaySound](http://zdoom.org/wiki/A_PlaySound) which need fixing. The ones that use [ A\_PlaySoundEx](http://zdoom.org/wiki/A_PlaySoundEx) probably don't.

I don't know about the technicality behind passing a string to an integer parameter in DECORATE, but in this case, zero seems to be what is passed to the parameter, regardless, with zero being CHAN_AUTO.

 Hopefully this clarifies things

 A_PlaySound's channel parameter is an integer, which accepts these values: Code:

CHAN_AUTO CHAN_WEAPON CHAN_VOICE CHAN_ITEM CHAN_BODY CHAN_5 CHAN_6 CHAN_7

(Those aren't strings. They're [ constants](https://github.com/rheit/zdoom/blob/master/wadsrc/static/actors/constants.txt).)

A_PlaySoundEx's channel parameter is a string (name), which accepts these values: Code:

"Auto" "Weapon" "Voice" "Item" "Body" "SoundSlot5" "SoundSlot6" "SoundSlot7"

> "Blue Shadow: The King of Nitpicks"!

I wouldn't say "king", but at this pace, I'm certainly getting there :p

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- **ozymandias81**
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   11 years 2 months ago [\#2201](#2201) by ozymandias81  Replied by *ozymandias81* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2201 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 I certainly must choose A_PlaySound instead of the "Ex" one, because as ZDoomWiki says, it's deprecated.

http://zdoom.org/wiki/A_PlaySoundEx

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- **ozymandias81**
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   10 years 9 months ago [\#2952](#2952) by ozymandias81  Replied by *ozymandias81* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#2952 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 Finally had some time to catch the "break" sound, and I guess it works now.
Took from Return to Castle Wolfenstein for Blade of Agony.
I guess I am done with this one then.

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   10 years 2 months ago [\#3782](#3782) by MagicWazard  Replied by *MagicWazard* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#3782 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 There seems to be something wrong with the .zip file. I can't open it up in SLADE3 or extract the WAD from Windows. Any chance you could re-zip it and try uploading it again?

Also, I notice the hydrants aren't auto-aimed at. Was this intentional? It seems like it could be, but I just want to be sure.

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   10 years 2 months ago [\#3799](#3799) by Tormentor667  Replied by *Tormentor667* on topic *[\[SUBMISSION\] Breakable Hydrant Variants](https://www.realm667.com/forum/closed-submissions/274-submission-breakable-hydrant-variants?start=20#3799 "Information:

Name: Breakable Hydrant Variations
Connection: HSBase (internal)
Palette: PNG Paletted for Doom
Summon: HSWater/Sewer/Blood/Nuke
Ambient Sound: Yes
De-/Activatable: None
Destroyable: Yes
Special Effects: None
ACS: None

Credits:
Submitted: Ozymandias81
Decorate: Ozymandias81
Sounds: 3d Realms, iD Software & Gray Matter Interactive
Sprites: 3d Realms
Sprite Edit: Tormentor667 (base sprite), Ozymandias81 (colour remaps)
Idea Base: Old destroyable hydrant from Duke Nukem 3d

Description:
Four Duke3d style breakable hydrant variations, with Water, Sewer, Blood and Nukage colors. Those may be really useful a lot inside sewage, hazard, corrupted or hell themed maps.

Sprite:")*

 Props shouldn't be auto-aimed in general in my eyes, as they would distract from auto-aiming real treats like monsters. ![:)](https://www.realm667.com/media/kunena/emoticons/cacsmi.gif ":)")

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