Simply put, I wish for when the Purifier's Planet-Cracker ability is activated for a sound to be played to all players. Preferably with a minimap alert too, like how we see a warning (!) on the Minimap in the campaign.
But I've no idea how to do it.
The sound is most important though.
I've looked at tutorials. I've googled. I've googled a million different ways of 'Ability plays Sound' or Actor or trigger or whatever. It is all vague and unhelpful. I am at my wits end because looking at the 'Events' parameter of an Actor is basically a foreign language to me. Triggers and Scripting has always been an enormous bane of my existence because I simply do not understand the "Mathematical" way in which it works and is written.
Like having a seperate line for Event > Create > Actor > And > Or > DisplayEvent > CreateSound > Actor > Timer > Event > Destroy Actor.
Ugh. Its infuriating.
It was damn hard enough to get Upgrades to go away after being clicked on via the Command Card. Now this has stumped me.
I already know what sound I wish to use for it. I already know how to create said Sound and apply the sound file to it. I simply dont know how to get the game to play the sound when the Ability is used.
Using the play sound action (rather than the play sound at point action) should ensure that all players will hear this ability. In addition, since you are not messing with the data editor, you won't end up making a bunch of other sounds global accidentally at the same time. If you do this, you probably should get rid of the sound actor in the data editor so it doesn't double-play.
But that is unfortunately meaningless to me. You posted some code I assume you inject into the Trigger Editor but I have absolutely no idea regarding any of that. I've learned quite a bit over time in making my mod using the Data Editor, but its all relatively simple stuff like changing unit numericals and whatnot. But whenever it comes to scripting / triggers, my brain just melts.
Its like another language. When something is written like SetEventTriggerCreate > Or > Constant > CountEffect > 1 > And > Show > CreateEventActorUnitAbility > Constant > Set > 1.
I just end up going 'whaaaaaaaaaaaaaaaaaaaaaaaaaaat?'.
If I stare at it long enough I can vaguely work out how pre-built scripting works for stuff that is already there. But making anything on my own in this regard is just beyond me. Its why its so frustrating. I just dont comprehend the sort of scripting language with how its written.
I apologize for the gruff tone in my post but ugh, its so frustrating when it is something relatively simple (play X sound when Y ability is used) but its proving inordinately difficult to do.
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Hi folks.
Simply put, I wish for when the Purifier's Planet-Cracker ability is activated for a sound to be played to all players. Preferably with a minimap alert too, like how we see a warning (!) on the Minimap in the campaign.
But I've no idea how to do it.
The sound is most important though.
I've looked at tutorials. I've googled. I've googled a million different ways of 'Ability plays Sound' or Actor or trigger or whatever. It is all vague and unhelpful. I am at my wits end because looking at the 'Events' parameter of an Actor is basically a foreign language to me. Triggers and Scripting has always been an enormous bane of my existence because I simply do not understand the "Mathematical" way in which it works and is written.
Like having a seperate line for Event > Create > Actor > And > Or > DisplayEvent > CreateSound > Actor > Timer > Event > Destroy Actor. Ugh. Its infuriating.
It was damn hard enough to get Upgrades to go away after being clicked on via the Command Card. Now this has stumped me.
I already know what sound I wish to use for it. I already know how to create said Sound and apply the sound file to it. I simply dont know how to get the game to play the sound when the Ability is used.
This bloody abomination is where I am stuck.
(Enlarged Image) : http://www.4shared.com/download/fHrTtTLlba/BloodySoundActors.png?lgfp=1000
Any assistance is greatly appreciated.
I hate the data editor so much but I know you could do this in triggers.
Using the play sound action (rather than the play sound at point action) should ensure that all players will hear this ability. In addition, since you are not messing with the data editor, you won't end up making a bunch of other sounds global accidentally at the same time. If you do this, you probably should get rid of the sound actor in the data editor so it doesn't double-play.
Thanks for the response.
But that is unfortunately meaningless to me. You posted some code I assume you inject into the Trigger Editor but I have absolutely no idea regarding any of that. I've learned quite a bit over time in making my mod using the Data Editor, but its all relatively simple stuff like changing unit numericals and whatnot. But whenever it comes to scripting / triggers, my brain just melts.
Its like another language. When something is written like SetEventTriggerCreate > Or > Constant > CountEffect > 1 > And > Show > CreateEventActorUnitAbility > Constant > Set > 1.
I just end up going 'whaaaaaaaaaaaaaaaaaaaaaaaaaaat?'.
If I stare at it long enough I can vaguely work out how pre-built scripting works for stuff that is already there. But making anything on my own in this regard is just beyond me. Its why its so frustrating. I just dont comprehend the sort of scripting language with how its written.
I apologize for the gruff tone in my post but ugh, its so frustrating when it is something relatively simple (play X sound when Y ability is used) but its proving inordinately difficult to do.