Seriously... hours.... How the hell do you change melee launch sounds, where the hell are they even used? I can't find ANYTHING that uses *unit name* AttackLaunch sounds
Sounds and graphics stuff are always linked up through actors. So, first of all, go to the actor for the weapon you're working with. You should see your launch and impact effects linked to it in a little box at the very top (table view). Now for the attack launch sound, go down to Combat - Launch Assets, modify the value, and click the sound tab. Choose the attack launch sound that you want. For the impact sound, modify the value under Target - Impact Map, choose the first list item, and click the sound tab to choose your desired impact sound.
Now, to make sure these actually go off, go to the "Events - Event +" section. You have to make sure the effects it's referencing in there are actually the effects you're trying to link up to. These tend to get mixed up and will say something like Effect.Bogus.Start where it should be Effect.YourEffect.Start. Only change one thing in here at a time, though, to start out. If it breaks or doesn't fix it, set it back to what it was and try something else.
Still can't get it to work, can you do me a favor and quickly walk me through duplicating an ultralisk and having the sound work with the attack? I see that people constantly post about this issue and I haven't seen one post correctly answered, people just eventually figure it out, this really needs to be a tutorial, melee attacks are retarded. I have no issue with missile attacks and abilities and whatnot, but when it comes to melee attacks it always messes up. I have changed launch sound a billion times and just can't get it right. Like what do i need to change the 3 bogus lines in there to and etc. It's just a hero ultralisk unit that I want to use the default attack sound for.
Sure. If all you want to do is make an exactly copy of the ultralisk, only have it be a hero, this will be very simple. Go to units in the data editor and find the ultralisk. Right-click it and choose duplicate. Tick ONLY the actor box! Leave everything else empty! Go ahead and rename it to whatever you want, add the hero flag/behavior. Now, go to the actor tab and find your copied actor. All you need to do here is find Art - Model (Editor). It's probably empty, so just modify that and set it to ultralisk (this is just so it shows up in the terrain view). Now all you have to do is go over to the terrain editor, unit layer, find your new guy (under hero if you flagged him as such, otherwise he'll be with all the other zerg units), and plop him down. He should have all the ultralisk growls and attack sounds!
The reason this works is that is just keeps most everything exactly how it was for the regular ultralisk. If you copy a whole bunch of other stuff when you duplicate, it can turn into an awful mess of finding where the empty copies that do nothing are located.
Later, if you want to go in and modify his attack or whatever else, you'll just have to duplicate whatever you want to change in the same manner, and make sure your actor/unit points to your new copy.
I took a closer look at all the ultralisk stuff in editor, and something funky is definitely going down there. It has sound actors that are never linked and just have a couple weird little events in them yet they somehow play for the default ultralisk...
Anyway, I can't really think of anything past what I mentioned in my first post in this thread without actually taking a look at what you've got. I have gotten ultralisk attack sounds on custom attacks so I know they do work through Combat - Launch Assets in the attack actor. All it should need to launch it is an event like Event.YourEffect.Start - Caster - Create. Your effect that you have here should be the one that you have linked to attack up at the top. If you haven't made your own ultralisk attack actor, I would do so... there's something weird there.
Ok, so I've gotten it to make the launch sound... kinda...
The Ultralisk plays that sound twice when it attacks, mine however only plays it once, and it seems a little delayed, or like it's the 2nd sound, not the first.
I got my zealot attack sounds to work by first going through events of my zealot attack actor and replacing bogus with Zealot(Psi) Damage and then changing the "bogus" field in the launch and impact boxes (should be in a small box at the top of the actor) to Zealot(Psi) damage. If you look at the default though, it works even though those fields are bogus.
P.S. The first step fixed my zealot launch sounds. The second step fixed my zealot impact sounds. This method is not guaranteed reproducible.
The attack impact sounds started to work, but when I did it for my duplicated Zealots it stopped working in general. Hm this is strange.
Edit: So I changed all the duplicated units to have the normal stats that don't work with the Bogus. I gave my first Zealot the Psi Blades (Damage) for all those fields. Then I made a copy of it Psi Blades (Damage) Copy. Gave it to one of the duplicated unit. Only the impact sound works, but its better than none :).
Edit: Dang, I just did this to the rest of my units. Now it doesn't work :/. Hm.
Stopped working after I did it on the base unit and 2 copies of it.
Seriously... hours.... How the hell do you change melee launch sounds, where the hell are they even used? I can't find ANYTHING that uses *unit name* AttackLaunch sounds
for the love of god help me.
bump
Launch sounds are referenced in the "Launch Assets" field of the Attack actor.
This might help:
http://rileystarcraft.blogspot.com/2010/06/tutorial-create-missile-weapon.html
Although it's focused on missile weapons the bit about changing the launch assets is applicable to any attack.
Sounds and graphics stuff are always linked up through actors. So, first of all, go to the actor for the weapon you're working with. You should see your launch and impact effects linked to it in a little box at the very top (table view). Now for the attack launch sound, go down to Combat - Launch Assets, modify the value, and click the sound tab. Choose the attack launch sound that you want. For the impact sound, modify the value under Target - Impact Map, choose the first list item, and click the sound tab to choose your desired impact sound.
Now, to make sure these actually go off, go to the "Events - Event +" section. You have to make sure the effects it's referencing in there are actually the effects you're trying to link up to. These tend to get mixed up and will say something like Effect.Bogus.Start where it should be Effect.YourEffect.Start. Only change one thing in here at a time, though, to start out. If it breaks or doesn't fix it, set it back to what it was and try something else.
@JPLetters: Go
Still can't get it to work, can you do me a favor and quickly walk me through duplicating an ultralisk and having the sound work with the attack? I see that people constantly post about this issue and I haven't seen one post correctly answered, people just eventually figure it out, this really needs to be a tutorial, melee attacks are retarded. I have no issue with missile attacks and abilities and whatnot, but when it comes to melee attacks it always messes up. I have changed launch sound a billion times and just can't get it right. Like what do i need to change the 3 bogus lines in there to and etc. It's just a hero ultralisk unit that I want to use the default attack sound for.
@axlyin: Go
Sure. If all you want to do is make an exactly copy of the ultralisk, only have it be a hero, this will be very simple. Go to units in the data editor and find the ultralisk. Right-click it and choose duplicate. Tick ONLY the actor box! Leave everything else empty! Go ahead and rename it to whatever you want, add the hero flag/behavior. Now, go to the actor tab and find your copied actor. All you need to do here is find Art - Model (Editor). It's probably empty, so just modify that and set it to ultralisk (this is just so it shows up in the terrain view). Now all you have to do is go over to the terrain editor, unit layer, find your new guy (under hero if you flagged him as such, otherwise he'll be with all the other zerg units), and plop him down. He should have all the ultralisk growls and attack sounds!
The reason this works is that is just keeps most everything exactly how it was for the regular ultralisk. If you copy a whole bunch of other stuff when you duplicate, it can turn into an awful mess of finding where the empty copies that do nothing are located.
Later, if you want to go in and modify his attack or whatever else, you'll just have to duplicate whatever you want to change in the same manner, and make sure your actor/unit points to your new copy.
@JPLetters: Go
well the point is I'm adding/changing animations actors etc. So I really need to know how to fix this sound issue.
@JPLetters: Go
also I want to know the ins and outs and this would be a very important thing to know.
I took a closer look at all the ultralisk stuff in editor, and something funky is definitely going down there. It has sound actors that are never linked and just have a couple weird little events in them yet they somehow play for the default ultralisk...
Anyway, I can't really think of anything past what I mentioned in my first post in this thread without actually taking a look at what you've got. I have gotten ultralisk attack sounds on custom attacks so I know they do work through Combat - Launch Assets in the attack actor. All it should need to launch it is an event like Event.YourEffect.Start - Caster - Create. Your effect that you have here should be the one that you have linked to attack up at the top. If you haven't made your own ultralisk attack actor, I would do so... there's something weird there.
@JPLetters: Go
It's what happens to all melee attack units from what I understand.
@JPLetters: Go
Ok, so I've gotten it to make the launch sound... kinda...
The Ultralisk plays that sound twice when it attacks, mine however only plays it once, and it seems a little delayed, or like it's the 2nd sound, not the first.
I am having problems with my Zealots, their attack launch and attack impact sounds just stopped playing. You think you could explain what you did?
I got the impact sounds to work by removing the Bogus. The launch sounds still don't work :/?
@SuPa_Link: Go
I got my zealot attack sounds to work by first going through events of my zealot attack actor and replacing bogus with Zealot(Psi) Damage and then changing the "bogus" field in the launch and impact boxes (should be in a small box at the top of the actor) to Zealot(Psi) damage. If you look at the default though, it works even though those fields are bogus.
P.S. The first step fixed my zealot launch sounds. The second step fixed my zealot impact sounds. This method is not guaranteed reproducible.
The attack impact sounds started to work, but when I did it for my duplicated Zealots it stopped working in general. Hm this is strange.
Edit: So I changed all the duplicated units to have the normal stats that don't work with the Bogus. I gave my first Zealot the Psi Blades (Damage) for all those fields. Then I made a copy of it Psi Blades (Damage) Copy. Gave it to one of the duplicated unit. Only the impact sound works, but its better than none :).
Edit: Dang, I just did this to the rest of my units. Now it doesn't work :/. Hm.
Stopped working after I did it on the base unit and 2 copies of it.
bump, anyone else know what the problem might be?