Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Preventing unit "ready" sound from playing?
Preventing unit "ready" sound from playing?
Feb 6 2010, 10:16 pm
By: Lanthanide  

Feb 6 2010, 10:16 pm Lanthanide Post #1



Is there any way to prevent a newly spawned units from factory buildings from playing the unit creation sound when a unit is complete? Eg prevent a zealot from playing "My life for auir!" when built from a gateway?

I see there is a "mute non-trigger unit sounds" and "unmute non-trigger unit sounds", which I think might work, but the problem is being able to detect when the factory is about to complete the building of said unit, so these actions can be run. In my case the build time for my zealot is 1, so I don't need to worry about muting sounds for a potentially long time.

Is there a way to detect a partially built unit inside a factory? Maybe some usage of "at least" or "at most" on a bring trigger, because I know that partially built buildings are detected differently depending on what condition you use in bring.



None.

Feb 6 2010, 10:17 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

I suppose you can detect it via EUDs.
Or just detect loss of minerals (or whatever your zeals cost).




Feb 6 2010, 10:29 pm Lanthanide Post #3



Hmm, mineral cost is plausible, as my zealots cost 15 (or maybe 10) minerals, and a player gets +1 mineral for killing enemies, so if minerals decrease for a player at all, they must have spent it on a zealot. Should avoid non-detection instances as a player would be unlikely to kill 10-15 units between trigger cycles.

Any else have any other ideas for how it might be done?



None.

Feb 6 2010, 10:31 pm Kaias Post #4



Quote from Lanthanide
Hmm, mineral cost is plausible, as my zealots cost 15 (or maybe 10) minerals, and a player gets +1 mineral for killing enemies, so if minerals decrease for a player at all, they must have spent it on a zealot. Should avoid non-detection instances as a player would be unlikely to kill 10-15 units between trigger cycles.

Any else have any other ideas for how it might be done?
Not really; there aren't any disadvantages to mineral decrease detection, it really is your best option.



None.

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