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Staredit Network -> UMS Assistance -> Footstep and Shooting sound
Report, edit, etc...Posted by A dead marine on 2005-01-26 at 20:03:28
For the footstep, I tried the trigger on this link in the tutorials database. It would just keep making the footstep sound.
I also try this thread, but the triggers also didn't work. It either take 2 seconds to do the step, or it doesn't do the step sound. I only load the grass walk sound in the DLDB (that's the only walk sound I find) though, is that ok? If not, would anybody post the left and right leg sound?

For the shooting effect, I can't get it to work. I tried this thread, what ChaosRyder posted didn't work. I got the shooting sound.
Condition :
- Player 1 Kills score is at least 1.
Action :
- Modify score for Player 1: Set to 0 Kills.
- Play 'Wav'
- Preserve Trigger.

Right? If it isn't please correct me, thanks.
Report, edit, etc...Posted by Urmom(U) on 2005-01-26 at 20:32:27
if it takes abouts 2 seconds to fire then you probably dont have hyper triggers
Report, edit, etc...Posted by axblader on 2005-01-26 at 20:38:48
foot steps are ez

though i invented this myself without help(though some1 has probably already thought of it)

liek this:

for the player you want the moving sound

Conditions:

if (current player) brings exactly 0 (any unit) to location "walk1"
(current player) comands atleast 1 (anyunit)
OR
(current player) brings atleast 1 (any unit) to "playing field"

Actions:
center location "walk1" on (any unit) at "playing field"
play WAV. "Grass Walk"
preserve trigger.


i beleive that is the basics of it...not too hard. almost all the games do that except without the sound.
Report, edit, etc...Posted by chuiu on 2005-01-26 at 22:04:56
Yeah just use:

Conditions:
Current player brings exactly 0 men to location.

Actions:
Center location on Men owned by Current Player.
Play Wav.
Preserve Trigger.

Thats the best trigger you can have for it. If you want it to go faster, just use hypers.
Report, edit, etc...Posted by A dead marine on 2005-01-27 at 22:17:29
Okay, thanks. Anyway, anybody know how to do the shoot sound then? That is the one more important than the footstep one because in a laser tag map, you would need laser sound of course. wink.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-01-27 at 22:26:08
QUOTE
Condition :
- Player 1 Kills score is at least 1.
Action :
- Modify score for Player 1: Set to 0 Kills.
- Play 'Wav'
- Preserve Trigger.

A few things.
1) Make sure that is the exact trigger you have created.
2) That should work.
3) It does NOT play the sound if you do not kill a unit.
4) Make sure you are player 1.
Report, edit, etc...Posted by A dead marine on 2005-01-28 at 00:24:45
Oh, so you have to kill a unit in order to get the sound? I get it now, but is there any way to make it so you play the sound every time you attack?
Report, edit, etc...Posted by chuiu on 2005-01-28 at 03:13:17
Not without mods or a firing system (not actual bullets, but like units representing bullets).

So you should just stick with that and make it simple.
Report, edit, etc...Posted by axblader on 2005-01-28 at 17:59:43
hm....well lets c...when they fire...they already make sound =)

but unless someone makes an editor that can detect "bullets" not just part of the terrain like SF then it woudl be possible...except maby it would play liek 5 times per shot lol...depends on bullet speed?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-28 at 18:46:10
QUOTE(axblader @ Jan 28 2005, 04:59 PM)
but unless someone makes an editor that can detect "bullets"
[right][snapback]134156[/snapback][/right]


You should realize that the editor is just a tool to making maps. If you want to detect bullets then you should make a differant game because starcraft can't.
Report, edit, etc...Posted by Neiji on 2005-01-28 at 22:34:21
You can't have hyper triggers if u want to have footsteps cuz u can't really get the location out of u...
Report, edit, etc...Posted by LegacyWeapon on 2005-01-28 at 23:50:38
QUOTE(Johnznothere78 @ Jan 28 2005, 10:34 PM)
You can't have hyper triggers if u want to have footsteps cuz u can't really get the location out of u...
[right][snapback]134291[/snapback][/right]

I dunno what you are talking about... You incorporate the move location into the footsteps trigger. Did you even read the above posts? Did you even test it? Did you even read the tutorial?
Report, edit, etc...Posted by Neiji on 2005-01-28 at 23:53:37
I'm saying if u have hyper triggers with move location trigger, the moving the location will go so much faster, so it will never have time to get off the unit, unless like a couple times. If the trigger is hyper triggered, it will go so much faster. If the trigger is for if the location is off the unit, it will never activate... unless a couple times...
Report, edit, etc...Posted by LegacyWeapon on 2005-01-29 at 00:01:03
QUOTE(Johnznothere78 @ Jan 28 2005, 11:53 PM)
I'm saying if u have hyper triggers with move location trigger, the moving the location will go so much faster, so it will never have time to get off the unit, unless like a couple times. If the trigger is hyper triggered, it will go so much faster. If the trigger is for if the location is off the unit, it will never activate... unless a couple times...
[right][snapback]134357[/snapback][/right]

... the trigger conditions state there if there is no unit in the footsteps location
the actions state to then move the location onto the unit and to play the WAV

So therefore the location will never move if the trigger is never activated. If the trigger is activated, the unit is out of the location and the wav is playing already. The trigger activates when the unit does not exist in the location.

Read:
Conditions:
Current player brings exactly 0 men to location.

Actions:
Center location on Men owned by Current Player.
Play Wav.
Preserve Trigger.
Report, edit, etc...Posted by A dead marine on 2005-01-29 at 00:49:23
I decided not to put the footstep sound anymore, since this map is going to have more than one unit, and I could only hear one of the unit's footstep, so there is no point of putting the footstep anymore.

Edit: Thanks anyway guys.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-29 at 11:33:32
http://www.staredit.net/index.php?tutorial=57
Read Method 1. It should work as long as you don't have the unit coliding with each other or teleporting. Sorry if this didn't help at all.
Report, edit, etc...Posted by Neiji on 2005-01-29 at 16:00:51
But doesn't it take like 1 second for location to move without hyper triggers, but with hyper triggers, it teleports location faster than the unit moving?
Report, edit, etc...Posted by LegacyWeapon on 2005-01-29 at 18:10:53
Bah, sorry I didn't realize I was going too shallow.

Use 2 locations. 1 location (unit location) is constantly using method 1 to center on the unit.
The second (footsteps1) is used in the footsteps trigger.

So that the center location trigger goes like this:
Move location labelled 'footsteps1' on unit at location 'unit location'

This way you can have more than 1 unit doing footsteps.
Report, edit, etc...Posted by A dead marine on 2005-01-29 at 23:48:12
Ok, i'm going to try that LegacyWeapon, thanks.
Report, edit, etc...Posted by Red2Blue on 2005-01-30 at 04:13:41
QUOTE
But doesn't it take like 1 second for location to move without hyper triggers, but with hyper triggers, it teleports location faster than the unit moving?


Lemmie clear this up for ya...


In the trigger, the sound occurs when the unit moves outside of a specific location, say "walksound1".

Now, this trigger will recenter the location "walksound1" each time the specific unit moves outside of the "walksound1" location.

There is NO OTHER TRIGGER centering the "walksound1" location on the unit. Thus the location will only center one time per time the unit moves out of the location, and recentering it at the end of the trigger.


Btw, if you use a "grid" of locations with a smaller location within it, you can track almost infinite amounts of footsteps. Just center the location on the unit at the bigger location...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-30 at 04:16:14
QUOTE(Red2Blue @ Jan 30 2005, 03:13 AM)
Btw, if you use a "grid" of locations with a smaller location within it, you can track almost infinite amounts of footsteps. Just center the location on the unit at the bigger location...
[right][snapback]135109[/snapback][/right]


Just hope your units don't get to close to one another.
Report, edit, etc...Posted by Red2Blue on 2005-01-30 at 04:20:44
If you use enough trigger locations, you could do it.

Either that, or messing around with high/low terrain and multiplying your chances of footstep sounds.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-30 at 04:31:06
Unless the larger location is smaller than the unit then you could have bugs when one unit enters the others location.. And for most units its hard to not have a unit leave a location even with hyper triggers.

Actually now that i think about it the 'larger' location doesn't have to be larger at all. It could be 1 pixel, in fact thats proboly the best idea. Just center the primary location 'large location' all the time and center the foot step location when he leaves it.

PS. sorry for editing your post R2B hit the wrong button lol.
Report, edit, etc...Posted by Red2Blue on 2005-01-30 at 05:18:22
OmFg, thats 1337ness!

=P, It makes me look cool, now that you edited my post. Its like an honor to be edited by you. =)


Yes... small locations... but the more locations that you have, the more triggers, more strings, more "ahhh pull your hair out madness" from glitches.
Report, edit, etc...Posted by Neiji on 2005-01-31 at 23:09:24
So, even if hyper triggers are there, a "move location" trigger can't be moved faster than the moving unit?

So, a location can't be on the unit always even with hyper triggers?

[ ] is location, & is unit

is it like this?:

Hyper triggers

[&] [&] [&] etc...

or

[&] [ ]& [ ] & [ ] & [&]

So, basically, can the unit walk out of the location even with hyper triggers?
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