| 02-17-2004, 10:48 PM | #1 |
I would like to play a sound for one team and a different sound for the other team at some certain event. But when i set it up. Event: My event Condition: none Action: Pick every player ally of player 1 and play victory sound. pick every player ally of player 7 and play defeat sound. When the trigger goes off all players hear both sounds. Whats up with that? If you know how to do this, please show me. If you know of a map that already does this, please tell me. :bangH: :cuss: :...: :guns: :dance: :infth: |
| 02-17-2004, 11:18 PM | #2 |
before you post something, look at previous threads to see if the subject has been answered... this thread is very recent : http://www.wc3campaigns.com/forums/s...threadid=41779 |
| 02-18-2004, 12:08 AM | #3 |
Thank you Krin. Im very aware of that post, you can see my replys at the bottom. But I felt that this topic deserved a fresh start. The thread that is fairly recent on this subject is very convaluted (to the lay person) and i cant really understand it. SOooo. I began a new thread that puts the question in simple easy to understand format. Honestly Krin, I have read that thread 1000 times and if you dont know JASS that thread does not help you. I need someone, (most likely kind hearted) to show the stupid (me) how i can do this in my map. Unlike the post you refered me to that said just paste this text were you need it. That does not help me. Anyway, i think you understand my position now. Please help me on this thread and let that JASS crazy thread die. Thanks. |
| 02-18-2004, 12:12 AM | #4 |
theoretically You could make a sound array with the index refering to the player whom it will play than: Code:
call PlaySoundBJ(udg_SoundArray[GetPlayerIndex(GetLocalPlayer())]) I did that from memory, but that looks about right. Im not sure, but it shouldnt cause desynchs. |
| 02-23-2004, 05:43 PM | #5 |
Can anyone verify that this therory works? Im not sure i even know how to implament it. |
| 02-23-2004, 07:40 PM | #6 |
Hey 1. This "theory" does indeed work. 2. He explained it pretty well. Just create a Sound Array in your variable editor, put the sound each player should hear into it's respective element (if Player 4 should hear *moo* then you'd "Set udg_MySoundArray[4] to *moo*), you need to do this for each player to the different elements from 1-12 Note, he made a syntax error, here is the correct line to CnP (you still need to edit the udg_SoundArray to the name of your Sound Array). call PlaySoundBJ(udg_SoundArray[GetConvertedPlayerID(GetLocal Player())]) So yeah, put that in a "Custom Script" action (it's near the top of the action-list) Cubasis |
| 02-24-2004, 07:14 AM | #7 |
Hey In´a map i saw one only me saw a pig It was quiit FUNNY:ggani: |
| 02-24-2004, 08:21 PM | #8 |
LOL Awion... |
