| 07-19-2006, 09:58 PM | #1 |
Is there a way to load a model and give it a custom sound then save it, so when you import into your map it has a custom sound that you don't need to set with triggers? BTW I am using the model "Konstruct Advanced Marine" and I can use Gmax or war3 model editor, but I prefer war3model editor for this. |
| 07-20-2006, 03:05 PM | #2 |
The easiest way to do that is probably to just import something over the sounds in the WE. |
| 07-20-2006, 03:26 PM | #3 |
There are two sets of sounds that apply to units. There are the unit responses - which you set in the unit editor, and there are model specific sounds, such as the noise it makes upon death. As for the latter: Erm, lemme find an MDL. |
| 07-20-2006, 06:03 PM | #4 |
Eventobjects. Produces a splat/spawnmodel/ubersplat/sound etc depending on the raw code in the name. |
| 07-20-2006, 08:20 PM | #5 |
I see event objects and the sound so how do I put in my custom sound? Two questions and I should be good to go: 1: With the event object, how do I make it play when it does the attack animation? 2: How do I import a custom sound into the "Data" category which contains the sounds? I would just replace existing sounds in WE but thats the reason why I am asking here, because I basicly want multiple sounds for the same model which can be achieved through what i'm asking. |
| 07-20-2006, 08:28 PM | #6 |
Easy. Assuming you have your custom sound imported and overidding another eventobjet sound, create a new one in Magos, set the time at which you want the sound to play, which you can find in Sequences (assuming you have a firing sound and the animation is attack, which is at frame 3000, enter that), now jsut set it to the sonud you've overidden, which you cna find in the drop-down menu while creating the eventobject. |
| 07-31-2006, 05:21 AM | #7 |
How do I set the time when it plays in war3model editor? Is it event tracks? |
