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Scenario Design
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Topic Subject: Change Unit-Sound (TT Only!)
posted 07 December 2004 12:05 PM EDT (US)   
I found a way (in August) to change the sound in-game in scenarios that the units make. For example change the attack sound of a Fire Siphon into the sound of a Tank attack.
Of course some people know this already, but i want to share it to people who dont. (This will work to ALL UNITS of the SAME TYPE, ALSO OTHER PLAYERS!)
This also works in Multi Player scenarios!


Example: Change a Fire Shiphon into a Tank.

#1 Start the AoT Editor.
#2 Place a Fire Siphon.
#3 Select the Fire Siphon and hit Alt+A. The Animation Menu will pop-up.
#4 Select RangedAttack in Type Drop Down Menu
#5 Now you can select SET:FireSiphonAttack(0.00) Select it.
#6 Now you can see a Drop down menu called Set: Select any sound in it, but if you want to make this a Tank you must select ShockWave.
#7 Hit Release and then youre finished

Now all FireSiphons in the scenario will make the shockwave sound as they attack.

You can do this on all units, you can also select other options, like death.

I will update this soon with Screenshots.


Siewart

ESO: F4N4T1C

[This message has been edited by Siewart (edited 12-07-2004 @ 12:09 PM).]

Replies:
posted 07 December 2004 12:13 PM EDT (US)     1 / 18  
I knew that already, but does it work when you save the scn, too?
posted 07 December 2004 12:45 PM EDT (US)     2 / 18  
i think it does, i wanted to remove the sound of the hades gate clanging when it shut and i did so using that method and i've not had to change it again.

the fate of Rome lies in your hands
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S . P . Q . R
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comming soon
posted 08 December 2004 12:14 PM EDT (US)     3 / 18  
Yes, it works, it also works in multi player! (if this was not the case i didnt post this )

Siewart

ESO: F4N4T1C

posted 08 December 2004 12:17 PM EDT (US)     4 / 18  
I've known this, but never thought it was really a "secret", since it's in the editor menu

Coolbeans though.


posted 08 December 2004 12:55 PM EDT (US)     5 / 18  

Quote:

Of course some people know this already, but i want to share it to people who dont.


Siewart

ESO: F4N4T1C

posted 08 December 2004 01:05 PM EDT (US)     6 / 18  

Quote:

Coolbeans though.


posted 08 December 2004 01:49 PM EDT (US)     7 / 18  
ok :P

Siewart

ESO: F4N4T1C

posted 08 December 2004 06:19 PM EDT (US)     8 / 18  
I didn't know that, and it's something I wished I had less than a week ago. Awesome.

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posted 08 December 2004 06:43 PM EDT (US)     9 / 18  
I have a question: let's say that I replace the attack sound of my minotaur with a pig sound, and then save a scenario and send it to a friend...
will he hear the original minotaur sound, or will he hear the "pig" sound?

posted 09 December 2004 02:33 PM EDT (US)     10 / 18  
the pig sound!

Siewart

ESO: F4N4T1C

posted 10 December 2004 01:40 PM EDT (US)     11 / 18  
But is this usefull?

Siewart

ESO: F4N4T1C

posted 10 December 2004 03:03 PM EDT (US)     12 / 18  
@Alexandergreat, hello, nice to hear from You again!
With the "SoundSet" in the Animation View (NXE 2or3) You can change all the sounds of an object(unit)-animation, but it will saved in the anim.txt files. So one must give this *.txt file with the scn(x).
An example I´ve created in the SoundSet Addon, where the villagers have "say" 'Ajoojoo' by praying at the temple.
And it will give online errors, if any changed *anim.txt files are in the anim folder.
Probably it works with a new anim.bar file?
posted 10 December 2004 04:06 PM EDT (US)     13 / 18  
Hi reyk, how have you been?!

I've been busy with my school work lately, so I haven't been spending much time with the editor and posting messages here. I do visit this forum very frequently, but for mostly reading.

About the sound in the animation, I noticed they are saved only in the ani.txt file as you mentioned.

I tested this, and the scenario does not save these sounds. And for this reason, I want Siewart and others to know.

posted 11 December 2004 07:37 AM EDT (US)     14 / 18  
I only use the ones online that are standard, i test it many times, and it works!

Siewart

ESO: F4N4T1C

posted 11 December 2004 07:38 AM EDT (US)     15 / 18  
I dont use any mods in AoM, That will give you OOS errors!

Siewart

ESO: F4N4T1C

posted 12 December 2004 01:23 PM EDT (US)     16 / 18  
Ok, I have the basic mod down, but am having trouble using it for what I need.

Essentially, I need to make it so that no sound plays when either a town center or a villager of player 1 is selected. How?


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posted 12 December 2004 05:33 PM EDT (US)     17 / 18  
added.

Theris264
former Age of Mythology Heaven and Age of Empires III Heaven forumer||former member of Ambition Designs
"An eye for an eye, and the whole world goes blind" -Gandhi
posted 13 December 2004 01:56 PM EDT (US)     18 / 18  
@Alexandergreat:

Quote:

I tested this, and the scenario does not save these sounds. And for this reason, I want Siewart and others to know.


Yes, first one must copy the right (object)anim.txt file into the anim folder (extract from the anim.bar with AoMed).
AoM do save any changes first in a "temporary_anim" file.
If the right object-file is present, then it will change (overwrite) with the SoundSet this anim.txt file. But: it will get OoS errors!!
An example do exist in my "SoundSet Addon".

p.S.: I´ve have also need a lot of time, to understand this use

[This message has been edited by reyk (edited 12-13-2004 @ 02:04 PM).]

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