Problem:
I can hear default Zealot combat sounds through the fog.
Situation:
I've more than 60 Zealots in an area on the map. These belong to player 13 and 14 which fight against each other.
You, player 1, have no vision of that area, but you can hear some sounds.
This map was a real map once, but I reverted/deleted everything to find the cause of the problem, but I failed.
There are no data module changes left in the map.
Can you just fake it? If there are that many zealots, the psi blade sounds don't have to sync that well. What if you made a bunch of new units for player 13 and 14 that were just like zealots but without actors (or undetectable actors) and footprints and made them battle somewhere that is visible to the player? If you also need to make sure you hear the death sound on time, just trigger in the death noise when each zealot dies.
I just wait for the next patch.
The British support said "we can assure you that this issue will be investigated thoroughly.".
The map suffering that engine problem isn't done, yet, so it's not of highest importance to workaround that problem.
I guess I could make it work with spawning sound actors myself, but it's not important for me.
There are more serious flaws like attacker revealing for allies which doesn't check if the allied person who gets the units revealed, too has vision to the attacked unit in first place (don't share vision with allies -> u will only see the attacking units through fog. expected behavior: u shouldn't see the enemy attacking the allied units u can't see).
I didn't add the info that this problem exists on an empty map without modifications in the first post. Pity me.
You just place 30 zealots for p13, 30 zealots for p14 next to each other in a new map, start the map, zoom in and move around while holding middle mouse button and u can hear them fighting. Zealots, broodlings, both share the same problem.
The problem has been validated by Jademusgreg, if I remember correctly.
Problem:
I can hear default Zealot combat sounds through the fog.
Situation:
I've more than 60 Zealots in an area on the map. These belong to player 13 and 14 which fight against each other.
You, player 1, have no vision of that area, but you can hear some sounds.
This map was a real map once, but I reverted/deleted everything to find the cause of the problem, but I failed.
There are no data module changes left in the map.
Map file:
http://www.4shared.com/file/MbkJuIOt/ZealotSoundsThroughFogProblem.html
Feel free to tinker with it and try to solve the problem.
I would like to fix the problem, but I don't know why this is happening. Maybe you guys know more or got an idea...
@Ahli634: Go
Can you just fake it? If there are that many zealots, the psi blade sounds don't have to sync that well. What if you made a bunch of new units for player 13 and 14 that were just like zealots but without actors (or undetectable actors) and footprints and made them battle somewhere that is visible to the player? If you also need to make sure you hear the death sound on time, just trigger in the death noise when each zealot dies.
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@Ahli634: Go
Make sure you didn't accidentally edit the sounds so that they aren't "Combat" sounds. Different types of sounds will act differently when fired.
I just wait for the next patch.
The British support said "we can assure you that this issue will be investigated thoroughly.".
The map suffering that engine problem isn't done, yet, so it's not of highest importance to workaround that problem.
I guess I could make it work with spawning sound actors myself, but it's not important for me.
There are more serious flaws like attacker revealing for allies which doesn't check if the allied person who gets the units revealed, too has vision to the attacked unit in first place (don't share vision with allies -> u will only see the attacking units through fog. expected behavior: u shouldn't see the enemy attacking the allied units u can't see).
@eliek: Go
I didn't add the info that this problem exists on an empty map without modifications in the first post. Pity me.
You just place 30 zealots for p13, 30 zealots for p14 next to each other in a new map, start the map, zoom in and move around while holding middle mouse button and u can hear them fighting. Zealots, broodlings, both share the same problem.
The problem has been validated by Jademusgreg, if I remember correctly.
FIXED IT:
You need to edit the actor "GenericAttackImpactSound". Set the property "CActor_InheritType" to "Continuous" from "OneShot".
The problem seems to be that the sound didn't receive the correct visibility when it was created for some reason.