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Specific Player Sound!? ! GRAH!

07-03-2003, 05:40 AM#1
Silenkiller
Ok, how on gods green earth can you obtain player specific sound. I've been trying/looking for a way for about 7 hours now. Please, no "Well, it might work" answers. Not that I dont appreciate the help, I've just tried 3 of those already >.<.

Is this impossible? It is VERY important to my map.
07-03-2003, 05:45 AM#2
Download
I dont think its possible. Then again I'm not the sound guy around here, so there might be someone flaming me like no tomorrow, but to my knowledge playing a sound for just 1 player is not an option.
07-03-2003, 05:47 AM#3
dataangel
This "might work." ;) You'll need to use JASS. Do this:

Code:
if(PlayerYouWantSoundtoPlayFor == GetLocalPlayer()) then
     //play sound
endif

Replace "//play sound" with the command to play the sound you want. See if that works without desyncing the game.
07-03-2003, 06:47 AM#4
Silenkiller
Quote:
Originally posted by dataangel
This "might work." ;) You'll need to use JASS. Do this:

Code:
if(PlayerYouWantSoundtoPlayFor == GetLocalPlayer()) then
     //play sound
endif

Replace "//play sound" with the command to play the sound you want. See if that works without desyncing the game.



Sorry if this is a bit newbish.. but i'm lacking any custom text skills.. i asume u change a trigger to custom text, then u insert that.. but.. uhhh.. where would u put it in a custom text trigger? And dont i need other things too?
07-03-2003, 07:00 AM#5
Download
Quote:
Originally posted by Silenkiller
Sorry if this is a bit newbish.. but i'm lacking any custom text skills.. i asume u change a trigger to custom text, then u insert that.. but.. uhhh.. what do you mean by Jass?


JASS = custom text, the language the text is written in.
07-03-2003, 07:01 AM#6
Silenkiller
Ha, i just realised.. u got to the reply faster than i did the edit =P
07-03-2003, 07:28 AM#7
Silenkiller
Well, i'm looking into JASS.. this custom trigger stuff is awsome.. i made a crap load of text letters go alllll over the screen =D
07-03-2003, 08:21 AM#8
Silenkiller
Well.. I'm about 99% lost here... I made it like this.. keeps giving me errors.


if (PlayerYouWantSoundtoPlayFor == GetLocalPlayer()) then
call PlaySoundBJ( udg_SoundsofGhost[GetRandomInt(1, 5)] )
endif



Heres the entire trigger without the part u gave me.

============================================

function Trig_Unit_Select_Copy_Conditions takes nothing returns boolean
if ( not ( GetOwningPlayer(GetTriggerUnit()) == Player(0) ) ) then
return false
endif
if ( not ( GetUnitTypeId(GetTriggerUnit()) == 'hC00' ) ) then
return false
endif
return true
endfunction

function Trig_Unit_Select_Copy_Actions takes nothing returns nothing
call PlaySoundBJ( udg_SoundsofGhost[GetRandomInt(1, 5)] )
endfunction

//===========================================================================
function InitTrig_Unit_Select_Copy takes nothing returns nothing
set gg_trg_Unit_Select_Copy = CreateTrigger( )
call TriggerRegisterPlayerSelectionEventBJ( gg_trg_Unit_Select_Copy, Player(0), true )
call TriggerAddCondition( gg_trg_Unit_Select_Copy, Condition( function Trig_Unit_Select_Copy_Conditions ) )
call TriggerAddAction( gg_trg_Unit_Select_Copy, function Trig_Unit_Select_Copy_Actions )
endfunction
07-03-2003, 12:56 PM#9
Vexorian
Well , If you are not trying to play music, and only want an interface sound, you may try a transmission from "A unit Called (space) display message (space) " and don't wait

Use the Convert player to player group function to send the transmision to a single player.
07-03-2003, 04:34 PM#10
Silenkiller
I heard that causes game desyncs?
07-03-2003, 05:20 PM#11
Silenkiller
Quote:
Originally posted by dataangel
This "might work." ;) You'll need to use JASS. Do this:

Code:
if(PlayerYouWantSoundtoPlayFor == GetLocalPlayer()) then
     //play sound
endif

Replace "//play sound" with the command to play the sound you want. See if that works without desyncing the game.


Got that working.. causes game desync.. god dammit, isnt there ANYWAY to do this!?
07-03-2003, 06:52 PM#12
Silenkiller
Ok, i'll pay someone 10 USD for a damn way to make this work ^.^
07-03-2003, 07:27 PM#13
Silenkiller
Oh, and is it possible to send specific player sounds in cinimatic mode?