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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[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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