Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger for custom sound on footsteps?
Trigger for custom sound on footsteps?
Oct 6 2007, 9:49 am
By: Retarded.Whale  

Oct 6 2007, 9:49 am Retarded.Whale Post #1



... yeeeeahhh the title says it all
map example: The shadow experiment, when you walk you can hear footsteps

How do i do it?
I attempted to make one but it failed >_< n this is what i did:

===
Current player brings 0 Terran Marine at rine
===
Center location rine on Terran Marine at anywhere for current player
Play leftfoot.wav
Wait 400ms
Play rightfoot.wav
Wait 400ms
Preserve
===

including hyper triggers >_<

yeah.. im guessing thats like COMPLETELY wrong @_@
I hear the foot step sound at the beginning of the map, but it doesnt work after that =(

any help?



None.

Oct 6 2007, 10:26 am who Post #2



it would help if you posted the map.



None.

Oct 6 2007, 11:03 am Retarded.Whale Post #3



Bleh..
nvm, i fixed it.
i totally forgot about wait blocks >_<



None.

Oct 6 2007, 11:39 am who Post #4



yeah, you could use death count hypers to avoid that, or you could use death count waits.



None.

Oct 6 2007, 5:36 pm fritfrat Post #5



Most of the time people just combine the sound into 1 wav file, making waits (or counters) completely unnecessary. Any sound-editing program can do that for you.

Atleast your guess of it being completely wrong was wrong.. all that was wrong in it was the waits; besides that, it is exactly how most people would do it.



None.

Oct 7 2007, 4:49 pm Joshgt2 Post #6



I'm guessing that there will only be 1 Marine on the entire map? If not then you might need to have more locations being used



None.

Oct 7 2007, 6:07 pm UnholyUrine Post #7



Well that's kind of weird... why'd u need left foot and right foot? and the wait 400 ?
It's just one footstep ... if your location is .. i guess 1x1 big .. it should work fine with hyper triggers without the waits...



None.

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