None of the sounds are 3D sounds. You might have misunderstood the problem. The problem is when the sound is replayed before it fades completely, the volume level will be at what the previous sound had fade until, which is a pretty low volume.
I do not understand what you mean by play them locally. On the bright side, playing the same sound when it's already playing doesn't override nor go into a queue! Thanks for that tip!
EDIT: Ok, implemented it. It now looks like this:
tensioner
Events
Time - Every 0.25 seconds of...
Used it in my map. No JASS knowledge required whatsoever. Just a simple copy and paste of a folder of 2 triggers and voila!, you can detect damage with a simple event and flexible conditions! Thank you Weep for making this option available for GUI users like me =)
Hi, my map is a murder variant map that plays music whenever the killer is near a victim. There's multiple musics to choose from, all with slightly different lengths. I am trying to make it such that the song stops whenever the killer moves out of range. Unfortunately, Sound- Clear the music...
Oh man, I tried what you said, which was my original method, and had the faeriefirehash end instantly after cast. After mulling over the trigger for over 15 mins, I gave up in frustration and started to detail it out here. Then I realised I forgot to delete the "Custom script: call DestroyGroup...
Ok, changed it to Units of Type.
Fixed the point Leak.
Yea, the dummy can cast on friendly units. I changed it to this way because I couldn't get the dummy to cast on hostile invisible units, even with 3 kinds of truesight.
My original trigger was that, but it requires a third trigger that...
I found Weep's damage detection system and am trying it. However, faeriefirehash still ends instantly. Furthermore, I just remembered something. Locust makes units untouchable by the Pick every unit function... Does it also stop the dummy units from being placed into a unit group variable...
I edited Murder in the Sleeping Town, including various things such as imported sounds, more triggers and stuff. After saving the map, I realized that it does not appear on the create game list! Any idea what could be the problem? Using the test map function in WE works perfectly fine.
On a...
I searched for damage detection systems but the 2 recent ones are very heavy into JASS so I'm unable to utilize them. Anyone knows a more GUI-friendly version? Or a fix for the faeriefirehash trigger?
@imakunee
I changed it to matching but the same bug still occurs. Faeriefirehash still ends instantly with or without leak-fixing triggers. Another weird thing I observed is that when repeatedly and randomly casting, sometimes faeriefirehash ends randomly instead of instantly, like 2, 4, 5...
faeriefirehash
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
Set sprayedunits = (Units in (Playable map area) matching ((Unit-type of (Triggering unit)) Equal to dummyshade))
If (All Conditions are True) then do (Then Actions) else do...
The words "careless mistake" I heard so many times in school has came back to haunt me T.T
And now... it works so much better. The counter doesn't increase exponentially anymore since the restricting criteria is correct. Lag is eliminated, or at least reduced to a much lesser amount. However...
Omg.. I can't believe I totally messed up the debugging part, I guess my brain had an information overflow error...
I followed your suggestions and below is the modified trigger. In addition, I remade the debugging portion, hope I didn't mess it up this time:)
stickyspray
Events...