SC2Mapster Forums

Development > Data

[Solved] Delayed Weapon Sounds

  • 4 posts
    #1 Jan 04, 2013 at 20:33 UTC - 0 likes

    Hello again. I'm trying to delay the weapon effect, so that it coincides with it's owners animation. As of right now, it basically plays the effect and damage of the weapon at the right cooldown, but the unit goes through the beginning of the animation when this all happens. I'd like to time it so that right when his animation reaches the right point, the sound and damage goes through.

    EDIT: Also, is there any way I can change the sound that plays depending on the armor type of the unit? For example, if the unit has light armor, it plays a bash sound, but if it has heavy armor, it plays a slash sound?

    Thanks again, in advance.

    Last edited Jan 04, 2013 by thequiet
    #2 Jan 04, 2013 at 20:50 UTC - 0 likes

    In the weapons tab, find your weapon and change it's "Damage Point" to the time at which the effects should fire.

    As for different sounds

    1. I don't think there are enough/appropriate sound files to make it work for all weapons
    2. It would take a long time to set up IF it works

    Basically in the Action actor you have the "impact map" field where the impact stuff is set, and that one has a lot of different values you can use I believe which depend on the attachment properties of the enemy unit (Defined in the Models tab) like "Light Armor", "Flesh", "Metal" and "Shield", and which index of the Impact Maps field will be used depends on the squib type of the attachment point the impact is played one (So not only can you differentiate the sounds per unit, but per parts of unit based on its attachment points)

    Projects: Starmon - RuneCraft
    http://i.imgur.com/1jpXAne.png

    #3 Jan 04, 2013 at 20:54 UTC - 0 likes

    Could alter the Stats: Damage Point field of the weapon or add a Create Persistent effect to act as a delay.

    For the sound you could just use a Model Event to do that. Model events can use use both events on the actor and some fields under the Models data type. Look at the leviathan death model to get the model itself to make sounds when playing a specific animation.

    FOr your second question alter the Action type actor, it has a few fields associated with impact unit attributes.

    #4 Jan 05, 2013 at 00:13 UTC - 0 likes
    Quote from TheAlmaity: Go

    As for different sounds I don't think there are enough/appropriate sound files to make it work for all weapons It would take a long time to set up IF it works

    Basically in the Action actor you have the "impact map" field where the impact stuff is set, and that one has a lot of different values you can use I believe which depend on the attachment properties of the enemy unit (Defined in the Models tab) like "Light Armor", "Flesh", "Metal" and "Shield", and which index of the Impact Maps field will be used depends on the squib type of the attachment point the impact is played one (So not only can you differentiate the sounds per unit, but per parts of unit based on its attachment points)

    Well, I have imported sound files anyway, so there's no shortage of those. Either way, thank you very much. Thank you as well, DrSuperEvil.

  • 4 posts

You must login to post a comment. Don't have an account? Register to get one!