Forum > Serverside Modding
[QUESTION] How to make a spell play a sound (Only function)
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Laniax:
If i were in your situation, i'd copy an exisiting spell, which wouldn't need a target and doesn't apply a buff or smth. For example: Blink Visual. Then i'd try to replace it's sound with the custom one. And if that is working ingame i'd try to get rid of the visual.
Although i think its also possible to trigger a sound within the core (so without the use of a spell). But that depends on what you want to achieve.
Ulec:
I'm familiar with what each column stands for/does within the spell database file, at least almost all of them so copying an existing spell or creating a new one from scratch doesn't change anything in my case. The spell works anyways. It's the sound effect which is not getting triggered for some reason.
So the spell's functional, sound file's working. My issue persists and it is regarding the SpellVisual.dbc, nothing else from what I can tell.
Also, I want the character to play the said sound file which should be heard by people within range. The default range for spell sounds is what I wanted for it to have anyways so there is no need to fiddle with other stuff to change that. But it must be local.
Also it has to be something 'pressable', you know. Something that I can lay onto my action bars without the need to create a macro for it prior to using it. So there should be no additional effort put into it. Once I manage to get this working it'll be done.
Eatos:
well you can code spell to play a sound :) Regardless of the core you are using you can make a empty dummy or scripteffect spells that all what will do is trigger sound like case spellid: p_caster->PlaySoundToSet(soundid); break;
Ulec:
So I will have to script it? I don't have the slightest clue about where to place that though. I take it that there won't be any database work regarding this then?
Ulec:
I've managed to get it work yesterday but it's a tad glitchy when the spell sounds are used. Could you elaborate further on that script?
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