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[Trigger] Footstep Noise!

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Level 18
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Many have wondered why those footsteps that the sound editor gives you
(ex : Herostep 1) do not work when you attacth them via object editor.

SO this means it needs a trigger.

I have tried a number of triggers and so on, but how can I :

-make the footseps move with the units feet ( everytime the one foot hits the ground, it makes a soft thud.)

-make a trigger that gives a variety of different sounding footsteps (example : herostep 1 , then herostep 3 , then herostep 2, then herostep 1, then herostep 4 )

-make it so that the step sounds do not overlap.

anyone have any good triggers for this?
 
Level 18
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This is just something I made using only the power of reason (at least my reason). I'm still too noob-ish to set sound myself, so I can't test it, but if it works as I think it should, then you at least have a little something for your issiue.

  • Footstep trigger
    • Events
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order with no target
    • Conditions
      • ((Triggering unit) is A ground unit) Equal to True
    • Actions
      • Sound - Play <sound> at 0.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
      • Wait x.xx seconds
      • Sound - Play (Last played sound) at 100.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
If this works, you do have to remember:
-The sound will activate x.xx seconds after moving. This way you avoid any overlapping footsteps.
-The waiting time must be done manually. You have to check what the time delay between 2 footsteps are to insert this correctly. If you have units with different footstep delays, you have no other choice then make a trigger for each unit type.
-If you want a random sound with each footstep, I suggest you check out this post.

Hope you can use it! :wink:
 
Level 18
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Well, if you have loads of units, I guess the sound would trigger with every single unit, making it a real noise. So if you only have a few units walking at thesame time, I guess it would be ok. If multiple units were moving, you best change the footstep sound to a sound that sounds like a army or something.

If there is the possibility to enter in the trigger that the sound does not play again/start over when it's already playing, you can add that to hear the footstep sound only once, even if multiple units are moving. You do have to make sure then that the sound will not come from the unit, but from everywhere

Do this by changing
  • Sound - Play <sound> at 0.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
to
  • Sound - Play <sound> at 0.00% volume
And thesame with the "Play (Last played sound)" action.
 

Dr Super Good

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It is impossiable to syncronize as the animations are not syncronized and are purly based on when you start watching the unit. Thus the sound would always not match the unit's foot step animations which would appear sloppy. Also the rate of the move animation is based on speed and an object editor field so emulating footsteps with that foctored in would be even harder. Finally you have to make it a background sound effect which is another problem as mostly sound from triggers takes piroity over normal sound effects.

Honestly emulating it with triggers is a waste of time as perfect results are impossiable and so it would be better off not having any in the first place than having them added in a bad way and consuming quite a bit of system recources.

However you can attach footstep sounds to the actual model file if I am not mistaken which is how they are done for the tauren chieften and other such units. I would recomend trying this rather than triggers.
 
Level 18
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Good thing you said that. I misread it, thinking it would repeat all actions :p
If I'm not mistaken, this should fix that.

  • Footstep trigger
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
      • ((Triggering unit) is A ground unit) Equal to True
      • (Issued order) Equal to (Order(move))
    • Actions
      • Sound - Play Footstep at 100.00% volume, located at (Position of (Triggering unit)) with Z offset 0.00
However, you should still have to remember a few things already mentioned:

Well, if you have loads of units, I guess the sound would trigger with every single unit, making it a real noise. So if you only have a few units walking at thesame time, I guess it would be ok. If multiple units were moving, you best change the footstep sound to a sound that sounds like a army or something.

If there is the possibility to enter in the trigger that the sound does not play again/start over when it's already playing, you can add that to hear the footstep sound only once, even if multiple units are moving. You do have to make sure then that the sound will not come from the unit, but from everywhere

If this works, you do have to remember:
-The waiting time must be done manually. You have to check what the time delay between 2 footsteps are to insert this correctly. If you have units with different footstep delays, you have no other choice then make a trigger for each unit type.
-If you want a random sound with each footstep, I suggest you check out this post.



EDIT: Dr Super Good is right. It's probably not worth the trouble. A lot of effort, and you'll probably not get such a great result as you hoped for.
 
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Level 17
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Position of triggering unit? Leaks one location and there is no triggering unit, I think.
 

Dr Super Good

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Avator, that trigger you provided will not function as there is no triggering unit or issued order from a perodic time event and so the conditions will always be false (so the actions never work).

Again I emphisise that it is not worth the effort trying to emulate them via triggers as it is impossiable to get 100% accurate results.
 
Level 18
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If you mean my second trigger, please explain. Becouse my reason (again, just my reason) makes me think that the event check every x seconds, where x would be the exact time between 2 footsteps. So if you'de ask me, that trigger would reactivate itself for each footstep, since the whole trigger is activated every x seconds.


EDIT: You're right, Dr Super Good. I removed the triggering unit from the Event with the second posted trigger, and ofcourse the issiued order only works for the first sound, becouse after that, it's not a newly issiued order anymore.
Like I said: I'm just a newbie trying to help with nothing more then my own reason. :p
 
Level 17
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The trigger triggers on the event.

Every 0.5 second it fires the trigger. THERE IS NO ISSUED ORDER GET IT??
 
Level 18
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sorry i just got here, now , went shopping all day :p

people are missing the point.

the foostep sounds are a realistic thing to add to RPG's FPS etc.

and by the way. That is the ONLY thing you can attach is the LOUD thud that the tauren cheiftan makes.

If someone tries, you'll see that you can only use the fiend step and Herostep to units ,

You cant attach the regular step(step 1, 2 ,3, and 4) and the other step ( 1) via object editor . These footsteps sound better.

the reason they dont work is causeits not meant tobe a animation footstep. Its some cinamtic crap. So even if u do attach it, it wont play.

it has to be played by trigger.
her is the trigger i had :

  • Footstep Sound
    • Events
      • Time - Every 0.12 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MOVEON Equal to False
        • Then - Actions
          • Skip remaining actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 3) Equal to 1
        • Then - Actions
          • Sound - Play STEP_1 <gen> at 33.00% volume, located at (Position of Footman 0000 <gen>) with Z offset 0.00
        • Else - Actions
      • Wait 0.18 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 3) Equal to 2
        • Then - Actions
          • Sound - Play STEP_2 <gen> at 33.00% volume, located at (Position of Footman 0000 <gen>) with Z offset 0.00
        • Else - Actions
      • Wait 0.18 seconds
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Random integer number between 1 and 3) Equal to 3
        • Then - Actions
          • Sound - Play STEP_3 <gen> at 33.00% volume, located at (Position of Footman 0000 <gen>) with Z offset 0.00
        • Else - Actions
      • Wait 0.18 seconds
this trigger does good, but it overlaps. and it may leak (not sure)

to clear things up :
MOVEON is a vairable(boolean) that i created so that its false when the footman is not moving, and true when it is moving.

other triggers were made to regulate what kind of movement would trigger the sound ( Target object , point, target etc...)
 
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Level 13
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is deathhunter even watching this thread?

because he hasnt answered

Stop posting random comments, if you dont know anything.


If you wana do it with triggers, I dunno if this is possible but here i go:

Trig1:
event: unit issued order

issued order move/attack move etc..

add unit to Group
set pos1 = possition of issued order (i dunno if this is possible)
set delay = 0.0 (delay between sounds)

Trig2:
every 0.05sec

pick every unit in Group
set delay = delay + 0.05
set Pos2 = possition of picked unit
-if distance between pos1 and Pos2 less than 100
-if delay equal to 0.1
--->play sound


Thats not the whole/ready trigger and dunno if it could work, but maybe it
will help. If you can detect when the unit is moving/stopped, then i think it should be possible to make it.
 

Dr Super Good

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LockPick, well its not as bad as it used to be thanks to me having fixed a major leak source in it.

I still can not believe you have not given up using triggers for this. No matter how hard you try you will not be able to syncronize the sound exactly and so in the end it just waste's system recources.

Try model editing instead.
 
Level 4
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no ive given up, im just trying to get others to give up

and deathhunter, attaching to models does not mean Object Editor, it means opening the MPQ, taking out the model file, and modifing the sounds on the model
 
Level 18
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but i have no idea how to do that.

and yes it is impossible to fully synchronize, but you can get extremely close.

Is there a tool that can open this MPQ file...

and which file is it?

and by the way, Lockpick is only trying to help, like the majority of you. He doesn't deserve negative rep because he stated flaws in the trigger
(because if you read my 2 posts , you'll see that i wanted people to point out any LEAKS !)

i didn't know this would become such a hot thread in1 day xD
 
Level 4
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i use Ladiks but you can use any of the others

also the MPQs are in the main folder and are named war3.mpq and War3x.mpq, also if you use this you dont have to DL Ladiks due to its an MPQ and Model Editor

but its still good to get Ladiks because you can open things other than MPQ
 
Level 18
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by the way, i usto have a more intricate system of footstep sounds that traveled with the unit ( had alot more actions and stuff) But it was lost when i had to uninstall WC3. ( IT was a World of Warcraft Map i was working on :/


thanks for the help, but i decided to keep using triggers, who knows? Maybe one day we will find out how to synchronize the footstep sounds :p

if anyone is interested, this is the map i was refering too. You can check the sounds and stuff if you want.

IT is my star wars map. ITs still in Ultimate beta stages, but maybe you can elaborate on it ,

IF you take the time, inspect the sounds and see how they travel with the footman ( AKA the MArine)
 

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