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Sound Issues

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Level 7
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Sep 24, 2008
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Hello Hiveworkshop community, I seem to be having some problems with the object editor. To give a general description of the situation, I am attempting to give the PUMA model (a model which I accquired from the model section) the attack sound of a machine gun. My origional thoughts were to give it a rapid fire attack, with the sound of the rifleman, however after creating a mimic rifleman, and changing the model used to PUMA, the sound would not function. So after various confirmation of this anomoly (spelling?) I decided, instead, to use the space marine's attack sound. But again, the same issue occured. Does anyone have a solution on how to get this to work, or possibly a different solution? Any sound will do, so long as it is like a machine gun. Thanks, :grin:
 
Level 7
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Messages
281
So, I think I'm leaning towards a different sound, though could you go a bit further in your suggestion? For example, if the sound is assciociated with the unit, then how how could I access it, and use it in a trigger?
Edit: after some experimentation I have come up with this:
Unit-a unit is attacked
(unit type of (attacking unit)) equal to PUMA
Action:
This is what I can't figure out. my only option is to play the "last played sound,'' and I can't seem to select a sound.
 
Step 1: Help 11.jpg
Step 2:
  • Sound Effects
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Footman
    • Actions
      • Set TempLocA = (Position of (Attacking unit))
      • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at TempLocA with Z offset 50.00
      • Custom script: call RemoveLocation(udg_TempLocA)
 
Level 7
Joined
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Messages
281
Step 1:View attachment 53794
Step 2:
  • Sound Effects
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Footman
    • Actions
      • Set TempLocA = (Position of (Attacking unit))
      • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at TempLocA with Z offset 50.00
      • Custom script: call RemoveLocation(udg_TempLocA)

Would you...um...happen to kow the location of the space marine?:cute:
 
Level 7
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Messages
281
Rightclick the gyrocoptor attack sound, and tell it to "use as sound"
Then in the:
  • Sound - Play RiflemanAttack1 <gen> at 100.00% volume, located at TempLocA with Z offset 50.00
change RiflemanAttack1 with GyrocoptorImpactHit1

Thanks a bunch! its working! However, when a second PUMA begins attacking, there is no sound produced, any ideas?
 
Level 7
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Messages
281
  • (Unit-type of (Attacking unit)) Equal to Footman
Well did you change Footman in that to your unit? And check to make sure that your using Attacking unit

The sound is working fine for a Puma, but when another PUMA also attacks (while the otehr PUMA is attacking) there is no effect.
 
Level 14
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Mar 4, 2009
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BTW i have variables of some sounds and none is working
  • Untitled Trigger 004
    • Events
      • Player - Player 1 (Red) types a chat message containing S as An exact match
    • Conditions
    • Actions
      • Sound - Play GromPissed3 <gen>
      • Sound - Destroy (Last played sound)
      • Sound - Play LightningBolt1 <gen>
      • Sound - Destroy (Last played sound)
its not 3D sound too..,did that ever happen to you?
 
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