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Attack Sounds, Ugh

10-13-2004, 11:45 PM#1
Tim.
Such a pain arent they? Ive looked through the forums 3 times now trying to understand how I can make my custom unit play a custom sound when shooting a custom projectile. (I can attach all three if someone would be so kind as to give me a hand).

Basicaly I made a Laser Turret, I want it to shoot a green laser-looking projectile ive made. Now I can easily enough make that work, however when the projectile is launched it is silent until it hits the unit. I want a 'Blaster.wav' to play when the laser is originally shot. I understand that the only clear way to do this is to follow Oinker's little blurb:

Quote:
Sounds are added through EventObjects, which look like this:

EventObject "SNDXASPS" {
ObjectId 7,
EventTrack 1 {
2400,
}
}

That 8-letter code tells what it is. SND means that it's a sound. X is used to make this particular code unique. ASPS is the code cooresponding with the sound. The coorespondences can be found in UI\SoundsInfo\AnimLookups.slk .

The ObjectId is just like any other; just line them up.
The EventTracks showwhen to play. In this case, it plays during frame 2400.


I get it basically, but how do I make it use the 'Blaster.wav' that is imported into the map? Also, where do I need to put that little bit of code?

Ugh, its midnight and im so confused, so if you could give me a hand I would gladly apreciate it.
10-14-2004, 01:34 AM#2
samuraipanda
I dont know much about triggers and such...and the sound code thing nither...something u should ask in the mdl editing forum (if there is one) but anyway...why dont u use a trigger that says
-----------------------------------------------------------------
Event: when a unit attacks !
Condition: unit attacking equals to laser tower !
Action: !
Play sound beam.wav !
________________________________________


make sure u got it as a 3d sound and without looping. and its set as a 3d sound in the map intel. Well this is just a suggestion. But i dont know how too configure the beam.wav with the mdl sorry.
10-14-2004, 10:23 AM#3
rlx.esp-samuro
noirmaly you should hear now a sound if you shoot! right? but its not your sound right?
10-14-2004, 11:43 AM#4
Tim.
There is no 'When unit attacks' only 'When unit IS attacked' so that wont work. Thanks anyway.

Yes, like all other models there is a sound effect that goes with thier projectile when it is fired. I want to add that. I figured using MDL editing to add a sound to the projectile it self is the easiest way.

EDIT: This map is inted for use on B.net, please keep that in mind.


PLEASE NOTE: If there is a MDL editing forum, please move this post there)
10-14-2004, 03:32 PM#5
samuraipanda
basicly what u wanna do is replace the existing sound that plays that attack sound. that is in the mdl.
10-14-2004, 03:36 PM#6
Oinkerwinkle
The easiest way to do this via MDL editing is to...
- Find a sound from AnimLookups.slk (located in Ui\SoundInfo\) that you don't want to use it your map
- Get its four-letter code and replace the ASPS from the example you posted with it
- Import your custom sound over the path of the unused sound in your map

It would be possible to add another entry and not replace any sound, but that's not the most practical choice since you would then have to import the SLK file.
10-14-2004, 05:32 PM#7
Tim.
Ok. However, when I import the Blaster.WAV sound in, and make its path Sounds\Internal\Abilities\Weapons\Arrow\ArrowAttack1.wav, it remains in the 'Imported Sounds' folder. How do I move it over to the default sounds?

Also, where in the MDL of the projectile do I place the Sample Code with the ASPS code?

(I open the .SLK files with notepad right?)

EDIT: Oops, just realized the 'Replace internal sounds' option. :god_help_us: Still, where do I place the Code?