Hi, I want to utilize the unused additional voice effects from several terran units in my new map.
There are mainly 3 types:
- Low Energy
- Evac
- Enter/Leave Bunker
The first one I activated by creating an actor specific Error triggering the sound effect
For the second two I added a dummy behaviour to the host unit, that's applied on entering the bunker/medivac.
But here comes the problem:
Normally, all voice sounds originate from the portrait (the sounds "come" from the UI)
But the techniques I used make the sounds come from the unit on the battlefield, which sounds a little wierd.
Does someone know a trick to add these sounds as normal sounds like "pissed", "what", "yes" and "help" to the units?
Make sure they are the correct type in the sounds tab. I mean 2D and not 3D and all that. I think you could make them alerts, which would be "UI" as you described.
But wouldn't this mean, that some "ghostly" voice simply said "Not enough energy" like the adjutant does know, with the portrait uninvolved?
For the "evac" and "bunker in/out" sound a source on the battlefield would be even ok.
The premium way, I think, should be to add a new sound index as "what", "yes" etc., but I just had the idea to just use an unoccupied sound slot for the unit and add events triggering them.
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Hi, I want to utilize the unused additional voice effects from several terran units in my new map. There are mainly 3 types:
- Low Energy - Evac - Enter/Leave Bunker
The first one I activated by creating an actor specific Error triggering the sound effect
For the second two I added a dummy behaviour to the host unit, that's applied on entering the bunker/medivac.
But here comes the problem: Normally, all voice sounds originate from the portrait (the sounds "come" from the UI) But the techniques I used make the sounds come from the unit on the battlefield, which sounds a little wierd.
Does someone know a trick to add these sounds as normal sounds like "pissed", "what", "yes" and "help" to the units?
Make sure they are the correct type in the sounds tab. I mean 2D and not 3D and all that. I think you could make them alerts, which would be "UI" as you described.
I didn't notice this "2D"/"3D" tab before :)
But wouldn't this mean, that some "ghostly" voice simply said "Not enough energy" like the adjutant does know, with the portrait uninvolved?
For the "evac" and "bunker in/out" sound a source on the battlefield would be even ok.
The premium way, I think, should be to add a new sound index as "what", "yes" etc., but I just had the idea to just use an unoccupied sound slot for the unit and add events triggering them.