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
- 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)

thequiet Regular ShmoeHello 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.