It can only be done with custom text, here's what the code pretty much looks like, you may have to change the player number and the sound variable though:
if( GetLocalPlayer() == Player(<PlayerNum - 1>) then
PlaySoundBJ(gg_snd_SoundVariable)
endif
you'll need to convert your trigger to custom text to add this in.
warning!
using the GetLocalPlayer() function can and may cause desyncs - make sure you test your map with some friends first to make sure you aren't getting this problem.
Hmm well I need to test it with someone and I can't do that, but try this slight modification and see if it works:
if (GetLocalPlayer() == GetOwningPlayer(GetLastCreatedUnit())) then
PlaySoundBJ(gg_snd_SoundVariable)
endif
Note here the sound is played for the owner of the last created unit. So you may need to replace "GetOwningPlayer(GetLastCreatedUnit())" with something else too. Just set out what you want to do in normal text and convert to custom to see what GetLastCreatedUnit() needs to be changed to in your circumstance.
first off, i'm not the same person who started the thread, but anyway, where do you add all of this? do you add the custom text into a trigger? Or what?
im the guy who started this thread... maybe if i tell you what my events and conditions are, u could give me the whole trigger i want. here they are...
Events-
Unit- A unit owned by Player 1 (Red) Finishes training a unit
Conditions-
(Trained unit-type) Equal to Web
Now for the action, all i want is to "play sound 'NecromancerResearchComplete1' for Player 1 (Red)"
i hope this helps, if you need any more information, let me know.
--thanks
p.s.
i dont know if this will help, but unit "Web" in my game is also known as "h004"
So u only want that sound to play when that 1 unit-type is trained? Or can it play for any unit-type? Cause there are easier ways to do this if it is the latter case.
I didn't answer your question exactly on purpose, to try and encourage you to learn about what's going on with the trigger. Custom text is not an easy thing to learn, and generally the use of custom text is associated with those of "advanced ability".
Thus it is a general expectation that if you implement custom text triggers into your map that you at least know how they work, and that you can easily change/add/remove bits and pieces to make them perform different functions.
Ghan has said he has fixed this. Monovertex please confirm this fix. This was only a problem with people that had signatures in the upper levels like not the special members but the respected members.