Sadly though I understand less about the Data editor than I do with quantum physics, the Events section is completely alien to me. I tried to interpret the replies in the old thread but what I need is basically someone telling me roughly step-by-step how to make the unit play the sound loop.
I also tried looking at the Infested Terran since that unit plays a sound loop aswell, but I couldn't find anything.
Thanks in advance!
(Accidentally posted an identical thread over at Triggers)
Ok, the idea is that you want a Sound that is set to loop forever. You will need to configure this in the Sound data. Then you will want to create a sound actor that plays that Sound, and since it loops forever, it will never finish and thus by default the sound actor will stick around. You will want to have it be destroyed when the unit dies. Then you will want an event in the Unit actor, that when it is created, create the sound actor. I'll see if I can whip up an example of this and attach it here.
Hi guys, I want to make a unit constantly play the sound of something burning. I found an old thread: http://www.sc2mapster.com/forums/development/data/49678-how-to-make-a-unit-play-a-sound-loop/ which describes my problem perfectly.
Sadly though I understand less about the Data editor than I do with quantum physics, the Events section is completely alien to me. I tried to interpret the replies in the old thread but what I need is basically someone telling me roughly step-by-step how to make the unit play the sound loop.
I also tried looking at the Infested Terran since that unit plays a sound loop aswell, but I couldn't find anything. Thanks in advance!
(Accidentally posted an identical thread over at Triggers)
Ok, the idea is that you want a Sound that is set to loop forever. You will need to configure this in the Sound data. Then you will want to create a sound actor that plays that Sound, and since it loops forever, it will never finish and thus by default the sound actor will stick around. You will want to have it be destroyed when the unit dies. Then you will want an event in the Unit actor, that when it is created, create the sound actor. I'll see if I can whip up an example of this and attach it here.
@ArcaneDurandel: Go
Thanks, I'll get to work with it when I get home, if you could attach the example that would be great ofcourse :)
Edit: Got it to work now! Cheers! :)