[SD/Misc] Bloodseeker Dota 1 Attack Sound Missing

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I couldn't find it either. If it's a custom sound you can try to export it from an unprotected map or just record it yourself.

Almost sounds like BristleBackMissileHit (sound editor/abilities/weapons)
Sadly, I don't have an unprotected dota 1 map with that sound..

Even If I record that sound, I don't have any idea how to put it on a unit because in object editor Weapon Sound field do not have option for import sounds..

Yes, 1 sound is very similar with BristleBackMissileHit :peasant-thinking:

Thank you for your help! It is a pleasant surprise that you're even on this part of the site :peasant-waving:

Offtopic: I still have a lot of work to do on the new map... :peasant-work-work:
 

Uncle

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Sadly, I don't have an unprotected dota 1 map with that sound..

Even If I record that sound, I don't have any idea how to put it on a unit because in object editor Weapon Sound field do not have option for import sounds..

Yes, 1 sound is very similar with BristleBackMissileHit :peasant-thinking:

Thank you for your help! It is a pleasant surprise that you're even on this part of the site :peasant-waving:

Offtopic: I still have a lot of work to do on the new map... :peasant-work-work:
I think you'd have to Replace the sound files. That or use a Missile with the Sound.

Also, I'm sure there's unprotected DotA maps all over the web, it's not like that sound is new, an old version should have it.
 
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I think you'd have to Replace the sound files. That or use a Missile with the Sound.
Replace where? There are at least 3 different sounds there, not just 1 and I want all of them because just one is too monotonous..

My unit is melee and has no missile.
Also, I'm sure there's unprotected DotA maps all over the web, it's not like that sound is new, an old version should have it.
I remember that I tried to find 3 years ago for few weeks an unprotected DotA 1 and I failed..
If you know a link with unprotected DotA 1, this will be great :peasant-cheers-back:

Edit: I will try tomorrow to find again new unprotected dota 1 maps.. Now I have to sleep.. here is very night..
 
Last edited:

Uncle

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You can Replace multiple internal sounds in the Sound Editor (careful, it cannot be undone).
You can import and trigger your own Sounds using a Damage event.
A melee Unit can use Projectile Art just for the Sound FX. I believe this is what the Warden does. If you've ever noticed, a Ranged unit that's in close range of it's target won't actually fire a Projectile but you'll hear the sound of it being launched. I assume this is a performance optimization/hack to fix ugly projectiles when too close.

Anyway, I found an old unprotected map on Hive but their Bloodseeker's attack has no sound at all. Based on that I'd assume that the Sound was part of a custom Model which it was using as Projectile Art, which unfortunately the map does not contain:
1743215464522.png
 
Level 13
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You can Replace multiple internal sounds in the Sound Editor (careful, it cannot be undone).
You can import and trigger your own Sounds using a Damage event.
A melee Unit can use Projectile Art just for the Sound FX. I believe this is what the Warden does. If you've ever noticed, a Ranged unit that's in close range of it's target won't actually fire a Projectile but you'll hear the sound of it being launched. I assume this is a performance optimization/hack to fix ugly projectiles when too close.

Anyway, I found an old unprotected map on Hive but their Bloodseeker's attack has no sound at all. Based on that I'd assume that the Sound was part of a custom Model which it was using as Projectile Art, which unfortunately the map does not contain:
View attachment 519384
Luckily I found the sounds in Editor. They only appear on flash hit.
Sound -> Units -> Combat

MetalLightSliceFlash1.flac
MetalLightSliceFlash2.flac
MetalLightSliceFlash3.flac

If, for example, I want to trigger them with a damage event, What is the best optimal way to do If I want 3 random hit sounds.
Is this the best method? I use "play(3D) sound on Unit".

  • Untitled Trigger 002
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Unit-type of (Damage source)) Equal to Bloodseeker
    • Actions
      • Set VariableSet IntegerSounds3 = (Random integer number between 1 and 3)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IntegerSounds3 Equal to 1
        • Then - Actions
          • Sound - Play MetalLightSliceFlesh1 <gen> at 100.00% volume, attached to (Damage source)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • IntegerSounds3 Equal to 2
            • Then - Actions
              • Sound - Play MetalLightSliceFlesh2 <gen> at 100.00% volume, attached to (Damage source)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • IntegerSounds3 Equal to 3
                • Then - Actions
                  • Sound - Play MetalLightSliceFlesh3 <gen> at 100.00% volume, attached to (Damage source)
                • Else - Actions
Seems to work for me, but I don't know if there is a better method.

I think you found a very old version of dota V2.8. :peasant-thinking:
 

Uncle

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Yeah, it was old, but I figured Bloodseeker has been around for a long time, lol.

Here's how I would do it optimally:
  • Untitled Trigger 002
    • Events
      • Unit - A unit Takes damage
    • Conditions
      • (Damage From Normal Attack) Equal to True
      • (Unit-type of (Damage source)) Equal to Bloodseeker
    • Actions
      • Sound - Play Bloodseeker_Attack_Snd[(Random integer number between 1 and 3)] at 100.00% volume, attached to (Damage source)
Then fill a Sound Array with your three sounds at the start of the map. Two things I'm unsure about:
1) If you need to kill the sound, since they can leak.
2) Whether these sounds play on the Source or Target. (Barely makes a difference)
 
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I don't think it's accessible, I assume Ativ tried that already.
It is, but MetaLightSlice has 9 sounds and I only wanted only 3 of them, that's why I wanted in the first place to use triggers.
Is there a reason you cannot set Combat - Attack 1 - Weapon Sound to the value MetalLightSlice ?

What is the point of all these triggers?
For the moment, I use triggers for those 3 sounds (flash), but I can change my mind in the future and maybe I will put full 9 MetalLightsSlice sounds.
Thank you for your help!
 

Uncle

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It is, but MetaLightSlice has 9 sounds and I only wanted only 3 of them, that's why I wanted in the first place to use triggers.

For the moment, I use triggers for those 3 sounds (flash), but I can change my mind in the future and maybe I will put full 9 MetalLightsSlice sounds.
Thank you for your help!
We mean in the Object Editor where you can change the Weapon Sounds.
1743272683266.png
 

Uncle

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I was referring to the same thing:)
The weapon sound will appear, but only if hit flash units from what i remember.
What the hell is a Flash unit, lol.

Edit: Oh, Flesh... I see now, so you don't need triggers when your target has Armor Type: Flesh. But you'll have many different Armor Types so the triggers guarantee that it always plays those sounds - which is what you want?
 
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