Staredit Network

Staredit Network -> Concepts -> Footstep Sounds in Starcraft! (Advanced)
Report, edit, etc...Posted by DjDTM on 2004-12-16 at 22:08:29
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 High on 2004-12-16 at 23:29:59
THis would be cool in a snipers map. or maybe a horror map, adds a little tension
Report, edit, etc...Posted by SA_Max71 on 2004-12-16 at 23:57:21
Uh, this is in the tutorial database already. LegacyWeapon wrote it. However, congrats on expanding on this and explaining this concept more in depth.
Report, edit, etc...Posted by High on 2004-12-17 at 01:29:09
Maybe this should be added to the tutorial already there, i mean, this has both Left and Right feet - WOAH tongue.gif
Report, edit, etc...Posted by Spite on 2004-12-17 at 01:34:34
Hey High thats a good idea...adding them to a snipers man...that would own! im going to try that.
Report, edit, etc...Posted by Pyro on 2004-12-17 at 14:50:47
In fact, the way how Mathrix(U) did the trigger is way ezer than that.. he uses wait and play the sounds (i think he uses about 4-5 sounds each time you walk) i have an unprotected version of S.W.A.T. before it was done (the version i have is about 5% done but it contains walk sound triggers.. math gave it to me long ago.. he wanted to show me those sound triggers.. at that time i was soo noob i didnt understand who he could do this lol so if you want i retype here the exact way he did those triggers. i can't now because i'm at school.. ask me if you want it
Report, edit, etc...Posted by DjDTM on 2004-12-17 at 15:20:55
Yea I forgot to credit the original artist, but I think you know who I'm talking about. I was sure It might have been done, but I wasn't sure that they did left and right feet.

Edit: Wow, thats really strange, I never knew the site had a trigger tutor database, but the walk sound trigger and My walk sound trigger are close to identical..

But the location size in starforge really matter, when you want faster and more presice walk sounds.

EDIT: Edited the topic title so it is to not be confused with the already made footstep tutorial trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-17 at 21:22:41
I did a foot step trigger before Mathrix did. (It's in House of the Haunted, and it alternates) No big deal + you made it really complicated, you don't need two switches and you don't need 2 locations.

Just do this.
Trigger
Players:
¤ Player 1
Conditions:
¤ Current player brings exactly 0 dude to 'foot'
¤ Switch 'step' is clear
Actions:
¤ Center location 'foot' on dude owned by current player
¤ Set Switch 'step'
¤ Play Wav1
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ Current player brings exactly 0 dude to 'foot'
¤ Switch 'step' is set
Actions:
¤ Center location 'foot' on dude owned by current player
¤ Clear Switch 'step'
¤ Play Wav2
¤ Preserve Trigger


See how easy that was.

PS. its not very noticable in HOTH because the volume of the foot steps is really low and I don't have hyper triggers running, and the music on the 1st and 2nd floor drown it out.

PSS. This is hardly advanced.
Report, edit, etc...Posted by SA_Max71 on 2004-12-17 at 21:26:38
I figured there had to be a easier way to do this...
Report, edit, etc...Posted by DjDTM on 2004-12-17 at 22:24:43
Yea, there is, and I knew about that. Can't blame me. I always go complicated. Thats why its up to you guys to simplify it!

haha.
Report, edit, etc...Posted by D-Von on 2004-12-19 at 13:56:23
Thats how I do it Bolt, 007 Arena footsteps is cool with the added proximity effect, in which you hear your enemies at varying volumes depending on their distance. That really adds to the gameplay and stealthyness which is how I would expect it to be in a snipers map, not just hearing your own footsteps, I want proximity effects for a snipers damn it!
Report, edit, etc...Posted by DjDTM on 2004-12-19 at 16:52:57
QUOTE(D-Von @ Dec 19 2004, 02:56 PM)
Thats how I do it Bolt, 007 Arena footsteps is cool with the added proximity effect, in which you hear your enemies at varying volumes depending on their distance.  That really adds to the gameplay and stealthyness which is how I would expect it to be in a snipers map, not just hearing your own footsteps, I want proximity effects for a snipers damn it!
[right][snapback]112272[/snapback][/right]


Hmm... Yea that would be possable. Unless theres a way to control Play Wav volume you'd have to import the walk sounds at different volumes, which would take up alot of space.

It would take up a few locations and some handy trigger work.

QUOTE((U)Bolt_Head @ Dec 17 2004, 10:22 PM)
PSS.  This is hardly advanced.


Its more advanced than the tutorial already on the site.

Your also can't forget to make the locations .25x.25 in starforge or SCMDraft...

Thats what makes the sound quicker and synched with the units feet.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-19 at 17:15:16
You can have a quiet wav, and I believe if you have a few of the same one stacked perfectly it will be louder. You can have it so the closer they are, the more wavs are stacked.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-19 at 20:17:35
QUOTE(DjDTM @ Dec 19 2004, 03:52 PM)
Its more advanced than the tutorial already on the site.

Your also can't forget to make the locations .25x.25 in starforge or SCMDraft...

Thats what makes the sound quicker and synched with the units feet.
[right][snapback]112342[/snapback][/right]


Adding unnecessary switches and locations doesn’t make your triggers more advanced. It just complicates the issue and hides the actual purpose of the triggers.
Report, edit, etc...Posted by DjDTM on 2004-12-20 at 00:45:08
I think it makes it better.

If you have the 1 location 1x1. It will sound slow.

Like you'll hear the walk sound every time you see your unit take 4 steps.

REsizing the location to be smaller, makes the sound's play quicker.

But thats what I think. If you're going to have a footstep trigger, mine as well make it work good and sound good.

About the extra switches and unecessary crap. That was accidental. It doesn't make it advanced. But the location size, your forgetting again. THATS what makes it advanced. The tutorial says to make 1 location 1x1. Way to choppy, and slow.

I wasn't saying what I had was advanced. I mean the concept it self, no madder how you work it. <_< Locations have to be .25x.25 though, that I know for sure changes how quick the locations center...>_>

I always figure out stuff the hard way. I was just so excited when I got it to work, I never thought that it could be even more simple. So Instead of posting what was simple, I posted what worked.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 01:20:53
You crack me up, yes i agree that a 1x1 location would be too large for most units. But now resizing a location in starforge is an advanced concept. Wow i never knew.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-20 at 15:50:56
lol.

Yeah, Dj, different sized locations has been around for a while.
It would be easier to have the 1x1 location and nultiple footstep sounds playing after each other, or one sound with multiple footsteps. Even a tiny location won't drastically lower the amount of time it'll be in the location because it still has to move half the unit's size.
Report, edit, etc...Posted by DjDTM on 2004-12-20 at 17:02:23
Stop making fun of me! tongue.gif

QUOTE(DjDTM @ Dec 20 2004, 01:45 AM)
I wasn't saying what I had was advanced. I mean the concept it self, no madder how you work it. <_< Locations have to be .25x.25 though, that I know for sure changes how quick the locations center...>_>[right][snapback]112480[/snapback][/right]


I never said the location size made it advanced, I just said that they had to be .25x.25 in order for it to work.

Where did I say resizing locations made it advanced.

I'm starting to think you never read the ENTIRE post, you just respnd to what you think the rest of it says.

ADDITION:
QUOTE(Zerg Playing Dead @ Dec 20 2004, 04:50 PM)
lol.

Yeah, Dj, different sized locations has been around for a while.
It would be easier to have the 1x1 location and nultiple footstep sounds playing after each other, or one sound with multiple footsteps.  Even a tiny location won't drastically lower the amount of time it'll be in the location because it still has to move half the unit's size.
[right][snapback]112671[/snapback][/right]

Have you tried?

Because I have and my results show different.

This is what happens:

Smaller location, means you leave the location faster.

When you leave the loaction faster it moves the location on the unit faster.

Conclusion: .25x.25 works better with this trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 17:17:46
QUOTE(DjDTM @ Dec 20 2004, 04:02 PM)
I never said the location size made it advanced, I just said that they had to be .25x.25 in order for it to work.

Where did I say resizing locations made it advanced.
[right][snapback]112677[/snapback][/right]


Here
QUOTE(DjDTM @ Dec 19 2004, 11:45 PM)
It doesn't make it advanced. But the location size, your forgetting again. THATS what makes it advanced.
[right][snapback]112480[/snapback][/right]



QUOTE(Zerg Playing Dead @ Dec 20 2004, 02:50 PM)
lol.

Yeah, Dj, different sized locations has been around for a while.
It would be easier to have the 1x1 location and nultiple footstep sounds playing after each other, or one sound with multiple footsteps.  Even a tiny location won't drastically lower the amount of time it'll be in the location because it still has to move half the unit's size.
[right][snapback]112671[/snapback][/right]


Yeah the minimum distance is half of the units width. But thats assuming the location is 1x1pixels. Reducing a location from 32x32 to 8x8 makes the triggers happen more often when he is walking. When you use an 32x32 pixel location the unit needs to walk 16 pixels further than his width before he compleatly leaves the location. If you use a 8x8 then the unit needs to walk only 4 pixels further than his width. (12 pixel differance)
Report, edit, etc...Posted by DjDTM on 2004-12-20 at 17:21:59
I stand corrected Bolt. Tushay.

biggrin.gif

Lets just close the topic, before it turns into a big flame war.
Next Page (1)