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Import Sounds on Interface, Target cursors.

02-07-2009, 03:20 PM#1
Terrorblade
Is it possible to replace the sounds used by the interface (or advisers, whichever term you are familiar with.) with Imported Sounds? If so, how? Because I can't find anything in the tutorial section and I can't seem to find a way to make the Sounds usable in interface and abilities.(Or I haven't dug deep enough.).

Also, I understand that AoE cursors can be changed via the Game Interface section, but is it possible to change it to use 1 of those aura models? I made the mistake of setting it to "Trueshot Aura (Research)" once, the results were... freaky.
02-08-2009, 02:18 AM#2
The Dark One
The world editor can change in game things and so are the tutorials on most of the websites. To change something on the interface of the game (before you open a map, the main menu and all) you’ll have to change the (*.mpq) files like in the Tales of Revagion hosted project.

As for the AoE cursors, you can change them by finding their path in the (*.mpq) file and, export the aura skin (the .blp file and don’t use the icon as the "Trueshot Aura (Research)" is for the ability’s icon and not the aura itself), import it to your map then change its path to the one of to original curser. That’s the easiest way I know of, if that isn’t what you want then sorry to waste your time.
02-08-2009, 03:54 AM#3
Terrorblade
No luck with the Import Sounds on other sites. And I still haven't found anything for it on this site so far.

P.S. : I skimmed through your post real fast, so no time wasted anyway.
02-08-2009, 07:40 AM#4
Pyrogasm
You can't override them with imports?
02-08-2009, 07:55 AM#5
Bobo_The_Kodo
You can pyro.
02-08-2009, 07:59 AM#6
DioD
1) You cant use image as texture.
Aura is model, AOE targeting is texture.

But you can get textures used by aura to draw your own images.

2) There is NO problems with reimport, just get proper paths.
02-08-2009, 01:13 PM#7
Terrorblade
Quote:
1) You cant use image as texture.
Aura is model, AOE targeting is texture.

But you can get textures used by aura to draw your own images.

2) There is NO problems with reimport, just get proper paths.

Point taken. I'll just settle with what I can manage from the default.

Quote:
You can't override them with imports?

You can pyro.

Which one? Sound or AoE cursor?
02-08-2009, 04:19 PM#8
Bobo_The_Kodo
Both.
02-09-2009, 10:12 AM#9
Terrorblade
How?
02-09-2009, 11:10 AM#10
Bobo_The_Kodo
Look in the mpq, and find what path it uses, then import something to your game, and give it the same path
02-09-2009, 11:59 AM#11
Terrorblade
Does that mean I need to set a custom path from the Import Manager? I am obviously confused with this. The Imported Sounds I am using are WAV files. From the sound editor, so is everything else.

Oh, and if I use the "replace internal sound" thing, how do I undo the effect and does it effect what I hear ingame? If so, my problem MIGHT be solved.

And if nobody minds, can somebody help me with this trigger? The whole thing works but the final sound effect.

Trigger:
ApocalypseTarget
Collapse Events
Unit - A unit owned by Player 2 (Blue) Starts the effect of an ability
Unit - A unit owned by Player 3 (Teal) Starts the effect of an ability
Unit - A unit owned by Player 4 (Purple) Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Apocalypse
Collapse Actions
Unit - Create 1 Target for (Owner of (Triggering unit)) at (Target point of ability being cast) facing 270.00 degrees
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Unit - Create 1 XNuke for (Owner of (Triggering unit)) at (Center of RedNuclearSilo <gen>) facing 270.00 degrees
Unit - Add a 15.00 second Generic expiration timer to (Last created unit)
Sound - Play NukeLaunch <gen> at 100.00% volume, located at (Center of RedNuclearSilo <gen>) with Z offset 0.00
Player - Add -500 to (Owner of (Triggering unit)) Current gold
Wait 2.50 seconds
Game - Display to (All players) the text: |cffff0000WARNIN...
Sound - Play NukeDetected <gen>

Those sounds are from Starcraft and in case anyone asks, NukeLaunch is 00.02.159 seconds long and NukeDetected is 00.02.239 seconds long.
02-10-2009, 11:21 AM#12
DioD
Remove first sound - post result
Remove wait - post result

Make something yourself .
02-11-2009, 08:10 AM#13
Terrorblade
Quote:
Remove first sound - post result
Remove wait - post result
Results - Same as before.

Currently testing with Sound at center of map with extremely long range and no cutoff distance.
EDIT: Test successful.

If possible, just post a link to a tutorial regarding the usage of Imported Sounds for the adviser.
02-11-2009, 11:03 PM#14
Bobo_The_Kodo
Go to import manager.
Import file, choose your sound.
(For GUI)
Go to sound manager, find your sound in war3mapimporter\ on the left, right click on it, and press use as sound
In GUI, theres a Sound - Play Sound function. Select it and choose your sound.
(Note that in GUI, the Play Sound function will only play if no sounds from the PlaySound function are currently playing)
02-12-2009, 08:21 AM#15
Terrorblade
Failed. Steps I just took.

1. Changed the paths to the same as the sound effect locations.
2. Changed the sound in the Used Sound section data to fit that of the advisor's own.
3. Rechecked about 12 times.

Was there anything I missed? I'm going to test replacing the internal sound while I type this.
EDIT: Test successful.