Sound Question

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Well, as you tried to do earlier. Find the Goblin Explode sound within the Sound Manager, then "Replace Internal Sound"

Note: Your custom sound must be .wav file.

You could also;

  • Your Sound
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Goblin Land Mine
    • Actions
      • Set TempPoint = (Position of (Triggering unit))
      • Sound - Play YourSound <gen> at 100.00% volume, located at TempPoint with Z offset 0.00
      • Custom script: call RemoveLoction (udg_TempPoint)
However, the default goblin land mine explode sound will still play. Your better going with my previous method.
 
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