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Staredit Network -> UMS Assistance -> Walk wav thing How?
Report, edit, etc...Posted by Oo.Mario.oO on 2004-12-24 at 00:39:41
How do u do the walking wav thing like in fast bound and s.w.a.t and how do u do the gun wav to while im in here i just dont get how they did that its realy cool so could someone replie and help me plz.. helpsmilie.gif

ADDITION:
hey i sent this to the use map secation y didnt it go there blink.gif
Report, edit, etc...Posted by Screwed on 2004-12-24 at 00:42:04
QUOTE(Tutorial by DjdTM)
You know the game S.W.A.T. where you hear the footsteps, and hear the gunshots, where the sound effects are from Counter-Strike?

I think I may have uncovered the secret, (Encase you haven't). Couldn't open the map in an editor, so I had to do some testing for EDUCATIONAL PURPOSES ONLY.

Don't read if you're just gonna flame me after:

In starforge create 2 locations, which should be the size of 1 unit footstep.

Call one SF1 and SF2.

First you wanna make a start switch:

Trigger

Description:
Start Switch

Players:
¤ Player who walks
Conditions:
¤ Always();
Actions:
¤ SetSwitch(Switch 1, Set);


Left Foot Trigger:

Trigger

Description:
Walk Sound Left Foot

Players:
¤ Player who hears the footsteps.
Conditions:
¤ Bring(P1, Exactly, 0, Men, SF1);

¤ Bring(P1, Exactly, 0, Men, SF2);

¤ Switch(Switch 1, Set);
Actions:
¤ MoveLocation(SF2, Men, P1, Anywhere);

¤ PlayWAV("staredit\\wav\\WALKSOUND1.wav");

¤ SetSwitch(Switch 2, Set);

¤ SetSwitch(Switch 1, Clear);

¤ PreserveTrigger();


Now the right foot trigger:

Trigger

Description:
Player who hears the footsteps.

Conditions:
¤ Bring(P1, Exactly, 0, Men, SF1);

¤ Bring(P1, Exactly, 0, Men, SF2);

¤ Switch(Switch 2, Set);
Actions:
¤ MoveLocation(P1SF1, Men, P1, Anywhere);

¤ PlayWAV("staredit\\wav\\WALKSOUND2.wav");

¤ SetSwitch(Switch 2, Clear);

¤ SetSwitch(Switch 1, Set);

¤ PreserveTrigger();


The start switch just starts the triggers...

Basically what it does, is it plays 2 alternating walk sounds (The Switches) . And when the guy stops walking the sounds stop. The sounds should also coordinate with the foot steps of the unit (Locations that are the size of a unit footstep).

HOW IT WORKS:

When the unit is not in the locations, it will move the location on to the unit, and play the First walk sound, and set the switch to the other trigger, and when the unit is not in the locations , the other sound trigger will move the location on the unit and play the Second walk sound will play, and set the switch back to the first trigger, and with the preserve trigger, it will loop.

I thought it was neet when I found out.

For you guys that want to make your Starcraft rpg things have a little extra.

Got some other cool concepts too. Will post later though.

If you don't understand email me.
Report, edit, etc...Posted by greenreaper on 2004-12-24 at 09:09:07
Health, I know this has probably been said to you a bunch of tilmes, but you should really change your Skill to Average. When you submit a map to the DLDB (DownLoads DataBase), someone has to approve of it, THEN it gets put in there.
Report, edit, etc...Posted by ChaosRyder on 2004-12-24 at 09:14:16
YA, that works Screwed! smile.gif the onlything is, were do you get the sounds of the foot steps... sad.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-24 at 12:03:01
You get them Here! http://www.staredit.net/index.php?showtopic=8297

Next time, use SEARCH BAR it's not a xmas decoratioN!!!
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