In short, I'm trying to add some walking sounds to the Hybrid Reaver that sync with the animation. As far as I can tell this can only be done in the Model editor. I have set up events as follows,
I have the custom sounds imported into the map and configured (supposedly) correctly. They preview fine, at least.
But they do not play in-game no matter what I do. I suspected it might have been because the Reaver's walk animation is actually called Walk 02, but no combination of animation "names" in the event editor will get them to play at all.
Eighter people are lazy or have not tried messing with model events.. But...
Your event seem correct but maybe the soundlink is wrong!?
Anyway, i have made a little demo for you with a marine with footstep sounds.
(note that i use 2 events since the model loop is 2 times movement cycle and the sound is only 1)
Rightclick my event and hit copy, then the same and paste into the reaver and then you just need to adjust the timing.
Thanks! I'll have a look at this shortly and see what I can gather from it. I can only imagine there is some issue I can't see but is one of those little obvious things that is too obvious to notice when you are bugfixing (happens a lot in brood war).
I came across the same problem here. I'm developing a map where one of the bosses is a giant zerg, and I wanted to add some footstep sound to better sell the idea of its size being huge.
I have no idea how to do it tho, I've look everywhere there's no tutorials at all for this. Has anyone come across this same problem and found a solution?
In short, I'm trying to add some walking sounds to the Hybrid Reaver that sync with the animation. As far as I can tell this can only be done in the Model editor. I have set up events as follows,
I have the custom sounds imported into the map and configured (supposedly) correctly. They preview fine, at least.
But they do not play in-game no matter what I do. I suspected it might have been because the Reaver's walk animation is actually called Walk 02, but no combination of animation "names" in the event editor will get them to play at all.
Is this even possible?
Any guesses? Anyone?
Total silence suggests one of two things;
1 - This is totally impossible.
2 - The answer is so horribly and painfully obvious that everyone is too busy giggling at me to enlighten me.
In either case I'm screwed.
There is always time for doack. Always.
But not always time for figuring out footstep sounds.
plz halp T.T
@IskatuMesk: Go
Eighter people are lazy or have not tried messing with model events.. But... Your event seem correct but maybe the soundlink is wrong!? Anyway, i have made a little demo for you with a marine with footstep sounds. (note that i use 2 events since the model loop is 2 times movement cycle and the sound is only 1)
Rightclick my event and hit copy, then the same and paste into the reaver and then you just need to adjust the timing.
@malu05: Go
Thanks! I'll have a look at this shortly and see what I can gather from it. I can only imagine there is some issue I can't see but is one of those little obvious things that is too obvious to notice when you are bugfixing (happens a lot in brood war).
I came across the same problem here. I'm developing a map where one of the bosses is a giant zerg, and I wanted to add some footstep sound to better sell the idea of its size being huge.
I have no idea how to do it tho, I've look everywhere there's no tutorials at all for this. Has anyone come across this same problem and found a solution?
Use model events that have the timings synced to the stepping to play the sounds.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg