Play a counting sound until the score counter shows the full score [SOLVED, Kind of]

Hi guys,

I have the below Score counter with the Rolling Counter behavior.

Basically, just a text object and the behavior.

When you die, I want a digital counting sound to play until the Rolling counter shows the final score value. Sound similar to this (https://www.youtube.com/watch?v=F9tXsU26IPk&t=11s)

The thing is, I have no idea how to do this.

I thought of doing the below, but it doesn’t seem to work.

Any ideas?

Hi TVE,

Thanks for the reply,

I tried the not equal to before, but it wouldn’t work, so I tried the NOT condition, in case that it was a bug.

Also, I use the repeat extension, I believe the timer is created on it’s own so you don’t need to declare it from before.

You could play the sound on loop on a channel once, and when Score = GlobalPoints stop the sound on the channel.

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Just tried it, still doesn’t seem to work as it should. :frowning:
I have a feeling that there is something off with the way that the Counter Value behavior calculates the value.
image

Here are all the events regarding the score counter

This is the only way that I managed to make the sound play repeatedly, but it won’t stop when the counter reaches the score number. If I remove the trigger once from the second event line, the sound plays only once.

How do you know the counter reaches the GlobalPoints value? And where are you adding the action to change the counter value of the Score object?

I’d suggest you add a trigger once to the first event too.

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I suppose it doesn’t reach it, I don’t understand how this certain condition works :confused:

Anyway, it won’t be needed; I found another solution that works.

I replaced the counter value condition events with a compare the text condition and had it stop the action once it matches the Score text.

Would love to see someone show a proper example of the rolling counter condition, as I couldn’t make it work properly.

Thanks for the assistance!