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To hear...or not to hear? That is the question!

02-06-2004, 11:34 PM#1
Scyze
P1 Marine What Sounds
Events
Player - Player 1 (Red) Selects a unit
Conditions
((Unit-type of (Triggering unit)) Equal to Marine) or ((Unit-type of (Triggering unit)) Equal to Base Defender)
(Owner of (Triggering unit)) Equal to Player 1 (Red)
Actions
If (MarineSounds[1] Equal to 0) then do (Sound - Play TMaWht00 <gen> at 100.00% volume, attached to (Triggering unit)) else do (Do nothing)
If (MarineSounds[1] Equal to 1) then do (Sound - Play TMaWht01 <gen> at 100.00% volume, attached to (Triggering unit)) else do (Do nothing)
If (MarineSounds[1] Equal to 2) then do (Sound - Play TMaWht02 <gen> at 100.00% volume, attached to (Triggering unit)) else do (Do nothing)
If (MarineSounds[1] Equal to 3) then do (Sound - Play TMaWht03 <gen> at 100.00% volume, attached to (Triggering unit)) else do (Do nothing)

Now, I was wondering if the sound will play for everyone, or just player 1. And YES, I am making a map that has marine sounds in it. Hmmm...if I get this to work right, it would be useful for StarCraft in WarCraft...
:gsmile:
02-06-2004, 11:35 PM#2
ph33rb0
It'll play for everyone.
02-06-2004, 11:41 PM#3
Scyze
Damn, how do I get it to play for whichever player triggered it?
02-06-2004, 11:53 PM#4
DoCa-Cola
You can't. Sounds play for EVERYONE, EVERYTIME. No way around it.
02-07-2004, 12:30 AM#5
danny760311
Well...there was a solution posted on the forum= ="

Custom Script: if GetLocalPlayer() == ConvertedPlayer(1) then
Sound - Play TMaWht00 <gen> at 100.00% volume, attached to (Triggering unit)
Custom Script: endif

Thus, the sound will only play for Player 1
02-07-2004, 12:43 AM#6
SilentSpyder
Isn't there a way to replace sounds? I would check but I'm at work now, and when I get home I'll work on my map and forget about checking this. But try checking in the sound editor.
02-07-2004, 03:12 AM#7
Scyze
Could you put that not in JASS? I don't speak JASS... >.>;;