The only fix is straight forward let it stay at 100, cause sound scales totally different to the visual size of the other effects, and the max volumn should be 100. What is with other audio input/output effects by the actual game are they functioning fine? Checked that the right audio device is catched? Updated operating system and hardware drivers? What other values did you put in below or above 100? Lower should dump the sound a littel bit down, while above should have no effect. Did you set the explosion radius in create projectile above 0, could also be a fraction like 0.01? Other then that you can tweak around with my testing code below to see if it might have something to do with upgrading game modes, which means you need to redo everything from scratch and to be 100% clean do not copy paste from your corrupted mode, but i can’t tell and just give you as an extern my playground code here:
variables
{
player:
0: TCBRampageTarget
1: TCBSwordImageStart
2: TCBSwordImageEnd
3: TCBEffects
4: FoldRadius
5: Temp
}
rule("Senbonzakura Init")
{
event
{
Ongoing - Each Player;
Team 1;
Genji;
}
actions
{
Event Player.TCBRampageTarget = Null;
Event Player.TCBSwordImageStart = Null;
Event Player.TCBSwordImageEnd = Null;
Event Player.TCBEffects = Array();
Event Player.FoldRadius = 0;
Set Primary Fire Enabled(Event Player, False);
Set Secondary Fire Enabled(Event Player, False);
}
}
rule("Senbonzakura Reset")
{
event
{
Ongoing - Each Player;
Team 1;
All;
}
actions
{
Event Player.TCBRampageTarget = Null;
Event Player.TCBSwordImageStart = Null;
Event Player.TCBSwordImageEnd = Null;
Event Player.TCBEffects = Null;
Event Player.FoldRadius = Null;
Set Primary Fire Enabled(Event Player, True);
Set Secondary Fire Enabled(Event Player, True);
}
}
rule("Thousand Cherry Blossoms")
{
event
{
Ongoing - Each Player;
Team 1;
Genji;
}
conditions
{
Is Alive(Event Player) == True;
Is Using Ultimate(Event Player) != True;
Is Button Held(Event Player, Button(Primary Fire)) == True;
}
actions
{
Create Projectile(Genji Shuriken, Event Player, Eye Position(Event Player) + World Vector Of(Vector(3 * 0.500, 0, 0), Event Player,
Rotation) + World Vector Of(Vector(Cosine From Degrees(35), 0, 2), Event Player, Rotation), Null, To World, Damage,
Opposite Team Of(Team Of(Event Player)), 50, 0.500, 0.020, Tracer Recall Disappear Effect, Ana Biotic Grenade Explosion Sound,
0.020, 100, 5, 0, 3, 0);
Wait(0.016, Ignore Condition);
Create Projectile(Genji Shuriken, Event Player, Eye Position(Event Player) + World Vector Of(Vector(0, 0, 2), Event Player,
Rotation), Null, To World, Damage, Opposite Team Of(Team Of(Event Player)), 50, 0.500, 0.020, Tracer Recall Disappear Effect,
Ana Biotic Grenade Explosion Sound, 0.020, 100, 5, 0, 3, 0);
Wait(0.016, Ignore Condition);
Create Projectile(Genji Shuriken, Event Player, Eye Position(Event Player) + World Vector Of(Vector(3 * -0.500, 0, 0),
Event Player, Rotation) + World Vector Of(Vector(-1 * Cosine From Degrees(35), 0, 2), Event Player, Rotation), Null, To World,
Damage, Opposite Team Of(Team Of(Event Player)), 50, 0.500, 0.020, Tracer Recall Disappear Effect,
Ana Biotic Grenade Explosion Sound, 0.020, 100, 5, 0, 3, 0);
Wait(1, Abort When False);
Loop;
}
}
rule("Thousand Cherry Blossom Rampage")
{
event
{
Ongoing - Each Player;
Team 1;
Genji;
}
conditions
{
Is Alive(Event Player) == True;
Is Using Ultimate(Event Player) != True;
Is Button Held(Event Player, Button(Secondary Fire)) == True;
}
actions
{
Disallow Button(Event Player, Button(Secondary Fire));
Event Player.TCBRampageTarget = Player Closest To Reticle(Event Player, Opposite Team Of(Team Of(Event Player)));
Event Player.TCBSwordImageStart = Ray Cast Hit Position(Eye Position(Event Player), Eye Position(Event Player) + World Vector Of(
Vector(0, 2, 0), Event Player, Rotation) + World Vector Of(Forward, Event Player, Rotation) * 2, All Players(All Teams),
Event Player, True);
Event Player.Temp = Event Player.TCBSwordImageStart;
Event Player.TCBSwordImageEnd = Event Player.TCBSwordImageStart + Vector(0, -4, 0);
Create Projectile Effect(All Players(All Teams), Mei Icicle, Event Player, Event Player.TCBSwordImageStart, Direction Towards(
Event Player.TCBSwordImageStart, Event Player.TCBSwordImageEnd), 0.100, Visible To Friendly To Position Direction and Size);
Event Player.TCBEffects[0] = Last Created Entity;
Create Effect(All Players(All Teams), Cloud, Color(Rose), Evaluate Once(Ray Cast Hit Position(Eye Position(Event Player),
Eye Position(Event Player) + World Vector Of(Vector(0, -1, 0), Event Player, Rotation) + World Vector Of(Forward, Event Player,
Rotation) * 2, All Players(All Teams), Event Player, True)), Event Player.FoldRadius, Position and Radius);
Event Player.TCBEffects[1] = Last Created Entity;
Chase Player Variable At Rate(Event Player, TCBSwordImageStart, Event Player.TCBSwordImageEnd, 2, Destination and Rate);
Chase Player Variable At Rate(Event Player, FoldRadius, 10, 2, Destination and Rate);
Wait Until(Event Player.TCBSwordImageStart == Event Player.TCBSwordImageEnd, 3);
Stop Chasing Player Variable(Event Player, TCBSwordImageStart);
Destroy Effect(Event Player.TCBEffects[0]);
Event Player.TCBEffects[0] = 0;
For Global Variable(I, 0, 10, 1);
Create Homing Projectile(Genji Shuriken, Event Player, Event Player.Temp, Direction Towards(Event Player.Temp,
Event Player.TCBRampageTarget), To World, Damage, Opposite Team Of(Team Of(Event Player)), 100, 0.500, 0.020,
Tracer Recall Disappear Effect, Ana Biotic Grenade Explosion Sound, 0.020, 110, 3, 0, Event Player.TCBRampageTarget, 0.800);
Wait(0.250, Ignore Condition);
End;
Stop Chasing Player Variable(Event Player, FoldRadius);
Destroy Effect(Event Player.TCBEffects[1]);
Event Player.TCBEffects[1] = 0;
Event Player.TCBRampageTarget = Null;
Event Player.TCBSwordImageStart = Null;
Event Player.TCBSwordImageEnd = Null;
Event Player.FoldRadius = 0;
Wait(2, Ignore Condition);
Small Message(Event Player, Custom String("Scattered!"));
Allow Button(Event Player, Button(Secondary Fire));
}
}