I have a problem with my unt that dont emit any sound when it attacks, even tho i see this sound is connected with the unit. Im talking about Virophage Feederling. How do i tell actor to emit sound without creating some unwanted memory-leeks?
Usually you create an Action actor based on GenericAttack and set the attack effect to your weapon's effect (if its a missile attack, set launch and impact effect accordingly). Then you pick your desired sound in the Impact Map and everything should work fine (for my feederling it does :) )
Ultralisks have a weapon called Kaiser Blades. These trigger an event called Kaiser Blades Damage. It uses no attack actor because of the splash damage (the sound would be created for every single target damaged).
So it uses a one-shot sound effect actor, called UltraliskAttackImpact (unnamed). Have a look at the Events+, actor links to different data types are always handled by the events.
€ since most attacks are handled this way, I assume that these actors get destroyed automatically.
Hello.
I have a problem with my unt that dont emit any sound when it attacks, even tho i see this sound is connected with the unit. Im talking about Virophage Feederling. How do i tell actor to emit sound without creating some unwanted memory-leeks?
Thanks in advance for the answers.
Usually you create an Action actor based on GenericAttack and set the attack effect to your weapon's effect (if its a missile attack, set launch and impact effect accordingly). Then you pick your desired sound in the Impact Map and everything should work fine (for my feederling it does :) )
@Kueken531: Go
But i have checked, and i.e. ultralisk have no attack actor.
@Azzaaer: Go
How do i link the new actor to the unit? I have done what you said, and its still not linked (attack actor does not appear in unit explorer).
edit:
ok, it works. I have created event in this attack actor this way:
Effect.nameofeffect.Start - at caster -> create
then made sure to set this sound in eveyr possible place at "combat" tab of the attack actor, and now it works :)
edit2:
But wont it create memory leek? There is event for actor to be created, but no event for actor to be removed. Isnt it bad?
Ultralisks have a weapon called Kaiser Blades. These trigger an event called Kaiser Blades Damage. It uses no attack actor because of the splash damage (the sound would be created for every single target damaged).
So it uses a one-shot sound effect actor, called UltraliskAttackImpact (unnamed). Have a look at the Events+, actor links to different data types are always handled by the events.
€ since most attacks are handled this way, I assume that these actors get destroyed automatically.
@Kueken531: Go
thanks for help.