Page 1 of 2
Yet another trigger ans sound problem
Posted: Mon Nov 09, 2009 1:04 pm
by Nelsoncarmo26
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.
Re: Yet another trigger ans sound problem
Posted: Mon Nov 09, 2009 2:33 pm
by DW_WailofSuicide
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.
Re: Yet another trigger ans sound problem
Posted: Mon Nov 09, 2009 4:03 pm
by DW_BrainPan
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.
Re: Yet another trigger ans sound problem
Posted: Mon Nov 09, 2009 4:48 pm
by DW_Ant
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.
Re: Yet another trigger ans sound problem
Posted: Fri Nov 13, 2009 7:37 am
by Nelsoncarmo26
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.
Re: Yet another trigger ans sound problem
Posted: Fri Nov 13, 2009 1:05 pm
by DW_Ant
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.
You sure you've done this?
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.
Be sure the sound files are initially in your C drive. Not in any folders inside the C drive.
Re: Yet another trigger ans sound problem
Posted: Fri Nov 13, 2009 6:02 pm
by DW_BrainPan
Nelsoncarmo26 wrote:
2000 mghz frequency
Is this right?? (do you mean megahertz?(MHz))?
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).
Re: Yet another trigger ans sound problem
Posted: Fri Nov 13, 2009 8:54 pm
by Nelsoncarmo26
I'll try that again... placing the file in the c drive and then upload it.
But do you want me to upload the file so you can have a look at it's properties?
I have looked in it's properties and the information it's exactelly what you said.
Re: Yet another trigger ans sound problem
Posted: Sat Nov 14, 2009 2:49 am
by DW_BrainPan
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.
Re: Yet another trigger ans sound problem
Posted: Sat Nov 14, 2009 7:59 am
by Nelsoncarmo26
Right, I placed the wav file in the C:/ drive, imported it, but it just doesn't show up at all.
Here are it's properties:
Bit Rate: 352 kbps
Audio Sample size: 16 Bit
Channels: 1 Mono
Audio Sample Rate: 22 KHz
Audio Format: PCM
File Size: 47.3 KB