Since this a different problem altogether, I thought I would post it separatelly.
Ok, so I'm working on version 2 of ONS-C&C2 map, and I want to add a trigger to the vehicles, and other events wich will activate EVA's*1 original anouncements. For instance when a vehicle spawns, will activate Eva's anouncement "Unit Ready".
When one of your vehicles is destroyes, she anounces "Unit Lost"
So here are the questions:
1- How do I upload wav sound to the map?
I have tried this for an hour, and the game just wont have my wav files, for some strange reason.
2- how do you create triggers for such events?
Including unit ready, unit lost, or our base is under attack?
*1- Eva is the anouncer in the original C&C series.
Yet another trigger ans sound problem
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Last edited by Nelsoncarmo26 on Mon Nov 09, 2009 7:06 pm, edited 1 time in total.
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1. Make sure your sound is in a format that UT2004 can use. The most common issue here is that your sound needs to be mono, not stereo. Then open up the sound browser in UED and do File->Import. When the dialog box opens, the package you want to import to is myLevel (group does not matter). Make sure the sound is named something you'll remember too.
2. This is trickier. I know that pawns (i.e. players, monsters, vehicles) will send out a trigger event when they die, however I am not sure how you could edit the event of pawns which are not directly placed in the map. As for when the units are created, you could probably control the spawning of the vehicle itself via trigger. If you did that it'd be easy to tell when the vehicle had spawned and play the appropriate sound. The trick to doing the unit lost sound would be to figure out when the pawn/vehicle had spawned and then somehow setting the event of that pawn through triggers - I don't know if this is possible without some custom coding, maybe Ant knows.
2. This is trickier. I know that pawns (i.e. players, monsters, vehicles) will send out a trigger event when they die, however I am not sure how you could edit the event of pawns which are not directly placed in the map. As for when the units are created, you could probably control the spawning of the vehicle itself via trigger. If you did that it'd be easy to tell when the vehicle had spawned and play the appropriate sound. The trick to doing the unit lost sound would be to figure out when the pawn/vehicle had spawned and then somehow setting the event of that pawn through triggers - I don't know if this is possible without some custom coding, maybe Ant knows.
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imported sounds need to be
wav
8 or 16 bit
mono
11 - 44 kHz
The editor also has an issue with the length of the PATH/filename when importing, so it is best to place your wavs on the C: drive (or whatever your root drive is) before importing.
As for triggering the sounds, I think it would take some coding.
wav
8 or 16 bit
mono
11 - 44 kHz
The editor also has an issue with the length of the PATH/filename when importing, so it is best to place your wavs on the C: drive (or whatever your root drive is) before importing.
As for triggering the sounds, I think it would take some coding.

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
When you mentioned that you wanted a sound announcement to occur whenever the vehicle gets destroyed, you reminded me of Robot Factory's Goliaths.
I've did some research on the vehicles in Robot Factory.
From the looks of it, these vehicles are spawned through an actor called ASVehicleFactory. One of the properties is Announcement_Destroyed: Any Sound File. Whenever this vehicle gets destroyed, it will play this sound file locally through everyone's speakers.
This actor does have a listener (events--->tag), but also an unique listener called VehicleTag. My best prediction is that this actor will be listening for a unique call. I only found this call through PlayerSpawnManagers that can trigger that property. They, too, have a unque array called DisabledVehicleFactoryTag. Whenever they players are on this PlayerSpawnManager, this manager will trigger (enable) the matching VehicleFactory's tag.
Unfortunately, ONS doesn't deal with AS PlayerSpawnManagers (since players spawn to any node they control, and there's no need of PlayerSpawnManagers), but just seeing this tells you that it is definitely possible in doing this. If you are committed in learning how to code a custom actor, this will be my best lead to you.
I've did some research on the vehicles in Robot Factory.
From the looks of it, these vehicles are spawned through an actor called ASVehicleFactory. One of the properties is Announcement_Destroyed: Any Sound File. Whenever this vehicle gets destroyed, it will play this sound file locally through everyone's speakers.
This actor does have a listener (events--->tag), but also an unique listener called VehicleTag. My best prediction is that this actor will be listening for a unique call. I only found this call through PlayerSpawnManagers that can trigger that property. They, too, have a unque array called DisabledVehicleFactoryTag. Whenever they players are on this PlayerSpawnManager, this manager will trigger (enable) the matching VehicleFactory's tag.
Unfortunately, ONS doesn't deal with AS PlayerSpawnManagers (since players spawn to any node they control, and there's no need of PlayerSpawnManagers), but just seeing this tells you that it is definitely possible in doing this. If you are committed in learning how to code a custom actor, this will be my best lead to you.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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You sure you've done this?Nelsoncarmo26 wrote:I did all that.
Files are:
Wav
Mono
1 Chanel
Pcc
2000 mghz frequency
Uploaded to myLevel, my sounds, etc...
Still, it wont have it.
Be sure the sound files are initially in your C drive. Not in any folders inside the C drive.DW>BrainPan wrote:The editor also has an issue with the length of the PATH/filename when importing, so it is best to place your wavs on the C: drive (or whatever your root drive is) before importing.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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Is this right?? (do you mean megahertz?(MHz))?Nelsoncarmo26 wrote: 2000 mghz frequency
It needs to be between 11 kHz and 44 kHz.
Which would be 11000 - 44000 Hertz.
Which would be 0.011 - 0.044 MHz.
So whatever that frequency's units are, I don't think it would be in range (unless it's 2000 daHz --> Dekahertz ... highly unlikely).

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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If the file doesn't show up at all in the editor it is probably the Path being too long (import it from the C: drive in this case).
If the file imports into the editor but just doesn't play then there is probably a problem with the file format.
If the file imports into the editor but just doesn't play then there is probably a problem with the file format.

There are only 10 kinds of people in the world. Those who read binary, and everyone else.
4013 is only a FAD
And 2989? Well that's just BAD
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