Staredit Network

Staredit Network -> UMS Assistance -> Walking Sounds and Bullet Sounds
Report, edit, etc...Posted by Pyro_Maniak14 on 2005-12-22 at 21:46:49
Im about to make a map... RE: Unleashed... Im not putting in "Maps In Production" just yet until I get a working trailer or demo/game but I really need to know how to push it to the limits to make it real.
1)How do you make the walking sounds? Like if you walk on metal you hear clink/thud sounds when you walk. Like on S.W.A.T. and Area 51.
2)How do you make it so you have ammo and that you have to reload? Also... like in S.W.A.T. and Area 51...
Report, edit, etc...Posted by NerdyTerdy on 2005-12-22 at 21:53:01
Tutorials somewhere for this, you might should check there first, I'll give a basic sort of run-down of it. For the walking sounds you have a location follow a unit and play a sound when the unit isn't in the location and have the location follow the unit only when the unit isn't in the location, so the sound only plays when the guy is moving. The ammo system is a little harder. Say gas is your clips and minerals is your bullets in the clip, then you would have like 5 mins and 2 gas, everytime you kill a unit you subtract a mineral, once you get to 0 minerals you subract 1 gas and add back how much ever you want to be in your clips. You can make it so your enemies are allies while you're reloading if you want.
Report, edit, etc...Posted by Pyro_Maniak14 on 2005-12-22 at 22:02:41
QUOTE(NerdyTerdy @ Dec 22 2005, 09:53 PM)
Tutorials somewhere for this, you might should check there first, I'll give a basic sort of run-down of it.  For the walking sounds you have a location follow a unit and play a sound when the unit isn't in the location and have the location follow the unit only when the unit isn't in the location, so the sound only plays when the guy is moving.  The ammo system is a little harder.  Say gas is your clips and minerals is your bullets in the clip, then you would have like 5 mins and 2 gas, everytime you kill a unit you subtract a mineral, once you get to 0 minerals you subract 1 gas and add back how much ever you want to be in your clips.  You can make it so your enemies are allies while you're reloading if you want.
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Never thought of that. Thanks.
Report, edit, etc...Posted by Urmom(U) on 2005-12-22 at 22:58:54
Ok, all three threads that you have recently made have ben answered in the tutorials and other threads. I would reccommend that you read the tutorials database. Also, use the search forums feature.
Report, edit, etc...Posted by LurkerEgg on 2005-12-22 at 22:59:12
For the sounds, just create a small location (called 'clink' for this trigger) which follows your unit (in this case, a Marine):


Trigger
Description:
To make walking sound
Players:
¤ <whoever you want to hear the sound>
Conditions:
¤ <player with marine> brings exactly 0 'Terran Marine' to 'clink'
Actions:
¤ Center location 'clink' on 'Terran Marine' owned by <player with marine> at 'Anywhere'
¤ Play stepsound.wav
¤ Preserve Trigger

Report, edit, etc...Posted by Pyro_Maniak14 on 2005-12-22 at 23:09:33
Thank you LurkerEgg.
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-24 at 16:42:26
QUOTE(NerdyTerdy @ Dec 22 2005, 08:53 PM)
Tutorials somewhere for this, you might should check there first, I'll give a basic sort of run-down of it.  For the walking sounds you have a location follow a unit and play a sound when the unit isn't in the location and have the location follow the unit only when the unit isn't in the location, so the sound only plays when the guy is moving.  The ammo system is a little harder.  Say gas is your clips and minerals is your bullets in the clip, then you would have like 5 mins and 2 gas, everytime you kill a unit you subtract a mineral, once you get to 0 minerals you subract 1 gas and add back how much ever you want to be in your clips.  You can make it so your enemies are allies while you're reloading if you want.
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Wow nice Ideas, but I only like the walking sound system, not the bullet system, because that way you have to kill one unit in 1 shot or hit*
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