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Iridar

Make your hunter more epic with custom sounds! #2

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HOW TO ADD YOUR OWN SOUNDS

There are several ways to attach custom sounds to events and abilities. The easiest way is to use the TellMeWhen addon:

This addon has a huge amount of features, and can be overwhelming to try and figure out, but it's definitely worth the effort, because you can track almost anything with it.

Basic idea is to create a new icon, that will show on "succesfful cast" combat event, and play a custom sound when that happens. You don't actually need the icon to show up, so check "always hidden" checkbox. 

WeakAuras is a popular alternative that can do this as well.

SOUND REPOSITORY

1. Sounds for activating and deactivating Trueshot and any other burst:

Sound\Spells\SPELL_InfraredHeatFocals_On_01.ogg
Sound\Spells\SPELL_InfraredHeatFocals_Off_01.ogg

These are stored in WoW files, so you don't need to download them, just use these sound paths in TellMeWhen.

2. Marksmanship Hunter Sound Pack (12 files)

DOWNLOAD LINK

Includes: Aimed Shot, Piercing Shot, Counter Shot, Binding Shot (one sound for cast, one for stun), Black Arrow, Arcane Shot, Multi Shot, Bursting Shot, Bloodlust (Heroism, etc), Chimaera Shot (remnant of the old days).

You can configure TellMeWhen yourself or just import this group:

^1^T^SGUID^STMW:group:1NmLcc4uR6x1 ^SPoint^T ^Sy^F-7582816001186868 ^f-48^Sx ^F5757956412528398^f-47 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/aimed.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/powershot.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^SSPELL_AURA_APPLIED_DOSE^B ^t^SType^Scleu ^SSourceUnit^Splayer ^SCLEUDur^N1 ^SName^S117526 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^SEnabled^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/multishot.mp3 ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/bursting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SShowTimer^B ^SType^Sbuff ^SName^SBurstHaste;~`178207 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound\shared\sounds\announcer\female\first_blood.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^N12^T ^SShowTimer^B ^SType^Sbuff ^SName^S34477 ^SShowTimerText^B ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/misdirecting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^t^SName^SMM~`Sounds ^t^N81209^S~`~| ^Sgroup^N10 ^^

!!! Put sound files into this folder: World of Warcraft\Sound\MM

3. More sound files (29 files)

DOWNLOAD LINK

Includes: gunshot and blaster sounds, weapon loading sounds, shattered glass. Possible sound effects for A Murder of Crows, Stampede, Kill Command, Cobra Shot.

4. Classic WoW Gunshot Sounds

DOWNLOAD LINK

Warlords of Draenor replaced classic gunshot sounds with new, terrible, muffled sounds. To bring old sounds back, just put the sound files into this folder: World of Warcraft\Sound\Spells

 

This is just an example of what I'm using. I encourage all of you to seek your own custom sounds that would make your gameplay more epic and unique.

STANDALONE ADDONS WITH CUSTOM SOUNDS

BARRAGE

DOWNLOAD LINKS: STANDARD | ALTERNATIVE SOUND (STANDALONE)

MARKED SHOT

DOWNLOAD LINK

TRISTANA'S VOICEPACK FOR GNOME MARKSMANSHIP HUNTERS

DOWNLOAD LINK

Edited by Iridar

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Initially I wasn't gonna bother with using a bow, always preferred a gun, but Thas'dora conquered my heart with a sexy quiver, so I made a complete sound set for a bow as well.

Barrage sound isn't where it should be, but functionality is there if you want to use your own sounds.

This sound set has three components:

1. Addon: Epic Hunter Barrage Alt 2

2. Addon: Epic Hunter Marked Shot Alt

3. A TellMeWhen group for all other shots.

Download this sound pack, and extract it into:

World of Warcraft\Sound\MMA

Then import this TellMeWhen group:

^1^T^SGUID^STMW:group:1NnDLUwimnJj ^SPoint^T ^Sy^F-4991730950986790 ^f-48^Sx ^F6333783077248028^f-49 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SType^SLua ^SLua^S--~`<Untitled~`Lua~`Code>~J ~J local~`icon~`=~`...~J ~J --Your~`code~`goes~`here:~J ~J local~`SOUNDS~`=~`{~J ~`~`~`~`"Sound\\MMA\\attack_1.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_2.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_3.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_4.ogg",~J }~J ~J PlaySoundFile(SOUNDS[random(#SOUNDS)],~`"SFX"); ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670;~`204147 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED_DOSE^B ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^t^SType^Scleu ^SCLEUDur^N1 ^SName^S117526 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult_impact.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^SЖивость ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/hunter_heal.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^t^SName^SMM~`Sounds~`bow ^t^N81209^S~`~| ^Sgroup^N11 ^^

Here is a backup download link for all 3 files.

Edited by Iridar

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Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

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32 minutes ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Huh. I don't actually use Sidewinders so I hadn't considered this issue. Yes, it's definitely possible. I'll get on that some time tomorrow. I'll post a lua code for you and update the addon download links.

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10 hours ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Solved the issue. 

Just replace the whole addon's code with this:

SoundChannel = "SFX" -- other channels: master, SFX, Music, Ambience

local SOUNDS = {

"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_1.ogg",
"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_2.ogg",

}



Marked_Shot_Cast = 0

local frame6 = CreateFrame("FRAME");
frame6:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame6:SetScript("OnEvent", function(self, event, source, name, unk, unk2, spellID)

	if (event == "UNIT_SPELLCAST_SUCCEEDED") then
		if (source == "player") then
			if (spellID == 185901) then
			Marked_Shot_Cast = 1
			else
			Marked_Shot_Cast = 0
			end
		end
	end
end);

local frame7 = CreateFrame("FRAME");
frame7:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
frame7:SetScript("OnEvent", function(self, event, ...)
	local timestamp, type, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags = ...

	if (event == "COMBAT_LOG_EVENT_UNFILTERED") then
		if (type == "SPELL_AURA_APPLIED" or type == "SPELL_AURA_REFRESH") then
			local name = select(5, ...)
			local debuff_ID = select(12, ...)
			if (name == UnitName("player") and debuff_ID == 187131 and Marked_Shot_Cast == 1) then
				PlaySoundFile(SOUNDS[random(#SOUNDS)], SoundChannel);


			end
		end
	end
end);

It will play the sound when you refresh or apply Vulnerable only if your last cast was Marked Shot. 

Edited by Iridar
  • Like 1

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Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

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28 minutes ago, Voltric said:

Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

I had to write my own addon, I don't think it's possible to do that with TellMeWhen itself. 

I run the /eventtrace chat command and discovered that UNIT_SPELLCAST_SUCCEEDED event fires each time Barrage fires a shot, and attached a sound playback to that event. 

With more haste Barrage fires shots faster, so the event fires faster, and sound plays back faster. There's no actual dependency on haste. 

This is the whole addon: 

local BARRAGE_CAST = {
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_1.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_2.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_3.ogg",
}

local frame5 = CreateFrame("FRAME");
frame5:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame5:SetScript("OnEvent", function(self, event, unit, SpellName)
	if (SpellName == GetSpellInfo(120361) and unit == "player") then 
		PlaySoundFile(BARRAGE_CAST[random(#BARRAGE_CAST)], "SFX"); 
	end
end);

The same framework can be used to attach a random sound to any event. It's just usually easier to do with TellMeWhen if you already have a sound library in WoW's folder and doesn't require any code writing. 

TellMeWhen's capabilities are immense, but there are some things it can't do, like this or tracking overkill damage. 

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Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

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2 hours ago, Ohsnap said:

Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Feel free to replace the sound effect with your own in the addon folder.

---

To import a group into TellMeWhen, you have to paste its code into a tiny black text field in the bottom right of the TMW configuration window. 

Next to the text field there is an "Import / Export / Restore" button. Press it after you paste the code and follow the menus.

It should look something like this: Import -> From String -> Group X -> Copy whole group -> Create new profile group.

There could be a popup window warning you about importing LUA code. Accept it. 

I'm translating these menu names from Russian, so they could be slightly different in English, but I'm sure you'll find your way. Let me know if you have any difficulties or an idea of a new cool sound effect.

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9 minutes ago, Iridar said:

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

Edited by Ohsnap

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56 minutes ago, Ohsnap said:

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

It's installed like any other addon, into Interface -> Addons.

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9 minutes ago, Iridar said:

It's installed like any other addon, into Interface -> Addons.

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

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14 hours ago, Ohsnap said:

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

Check out this Beast Mastery sound pack: http://iridar.net/wow-addons-epic-hunter-sounds/#Beast_Mastery_Sound_Pack_10_files

These sounds can be attached via TellMeWhen. 

Yes, you can get more sounds from other games. This is called "ripping" or "extracting" and it's different for each game.

Sometimes it's as simple as finding .ogg, .mp3 or .wav files inside game folder, but most games package their files, and usually it's a proprietary, encrypted format. These can be opened as well, but requires individual approach for each game. 

I got most of my sound files from Heroes of Newerth, its packages can be opened just by winrar. Extracting Tristana's voice lines from League of Legends was more tricky.

In the end, there is always a surefire way to just record the sound from the game itself, but naturally there can be issues with other sounds getting in the way.

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Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Edited by huknwow

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9 hours ago, huknwow said:

Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Well, it's supposed to just work after that. Make sure that the addon is enabled in the "addons" menu on the character select screen.

And see if any of the other Marked Shot addons work.

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Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

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10 hours ago, zyrcona said:

Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

Sorry, no. It's not my work. Somebody else did it, I'm just reposting. 

In theory, it is simple - we need to just open WoW archive files and find the path to current sound files. However, since blizzard changed the archive format from MPQ to something else, it's not as easy to just open them now, and I wasn't able to figure out how.

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      Howdy,
      I use Icy-Veins a lot when learning a new class and I am super lazy so I made a rotation helper profile for each class in TellMeWhen using the guides provided here.
      They can tell when you are in an AoE situation (melee and ranged) and will also not suggest abilities you have not yet unlocked.
      I have also tried to keep them as minimal as possible so you can modify them as you wish by adding/removing components

      Let me know what you think
      https://wow-rotations.github.io/
    • By RelliksPast
      Introduction
      This build is fairly interesting, and relies on two commonly overlooked aspects of the Necromancer's kit. The first being Maltorius' Petrified Spike, a legendary item that boosts your bone spear by 700%, and Bone SpearTeeth, a skill that sprays half the map in death and shoddy dentistry. The Spike itself has fairly terrible stats, but it's unique ability and enough intelligence make up for this aspect.
       
      Gameplay and Strategy
      This is a very easy build to execute and yields extraordinarily high results. It's more of a medium range build, with plenty of variance as it only relies on a small combo. The rest of the build is mostly just to optimize the amount that you can use Bone SpearTeeth and making sure you survive well, with a fair bit of boss killers, such as Command SkeletonsFrenzy and Corpse LanceBrittle Touch. You can alter the range and play style with substitutions, and overall this is a very solid and general build for beginners and experienced players alike. 
       
      Your main combo rotation is going to be using  SimulacrumReservoir and spamming Bone SpearTeeth. Then follow up with Corpse LanceBrittle Touch to finish off any remaining units. Corpse lance does not consume any essence to cast, and is very resource efficient while still dishing out significant damage. You may ask, why pick these runes. Well, Reservoir provides more resource, Brittle Touch helps with higher health bosses, and Teeth is actually a bit complicated. Now this may be a bug, but it certainly seems like the splinters from Bone SpearTeeth do too much damage, especially when combined with Maltorius' Petrified Spike. Because of this damage, you can easily clear massive waves and bosses alike. 
      Your other core skill is going to be Blood Rush. Every class ought to have a mobility skill in order to more efficiently clear floors and to speed up your farming. I prefer to use Molting to start a Corpse Lance chain in adventure runs, but the rune you choose is mostly up to preference. Potency is also a powerful rune, especially if you choose the close range variant of this build
       
      Other skills include your essence regain, either Grim ScytheDual Scythes or Siphon BloodPower Shift.  I like Dual Scythes simply because its a larger area (and therefor more essence), pulls enemies in front of you, and efficiently lines up the highest damage Bone SpearTeeth. An alternative to Dual Scythes is Grim ScytheExecution or Grim ScytheCursed ScytheSiphon BloodPower Shift is an excellent choice for melting bosses when low on essence. Other options include Siphon BloodSuppress, Siphon BloodBlood Sucker, or Bone SpikesBlood Spikes. Your choice of basic attack will determine your range for this build. Keep in mind that Teeth does more damage close up (like a shotgun) but due to Maltorius' Petrified Spike you can still use it at a range to great effect. For your non-combo damage ability, you want to choose based on your range. If you choose Siphon Blood, pick Command Skeletons with either Frenzy or Kill Command. If you choose Grim Scythe, go with either Bone ArmorDislocation or Death NovaBlight. Death nova does significant AOE damage, while Bone Armor is primarily a defensive skill, especially useful to preserve your Blood Rush cooldown. I personally prefer Frenzy for ranged and Bone ArmorDislocation for a closer range build. 
       
      Passives
      Your passives will once again depend on your variant of the build. You will want Overwhelming Essence and Blood is Power regardless, but the other two slots will vary.  Overwhelming Essence and Blood is Power are both integral skills to any ability and cooldown-based build. You want to minimize your cooldowns, and despite the intimidating requirement of Blood is Power, it triggers rather often. It counts premitigation damage, meaning damage before your armor and resistances. In any high level battle, you will proc this passive often. Overwhelming Essence is rather straightforward, as it simply increases your resource. 
       
      For the close range variant, I would recommend Stand Alone and Draw Life. Together, these passives will make you significantly more bulky and make up for a lack of sustain within your skills. An alternative to Draw Life is taking Life from Death and DevourSatiated over Corpse LanceBrittle Touch. This will somewhat lower your damage to bosses, but provide for more spam and sustain overall. 
      For the range variant, I would Aberrant Animator and Final Service. These both combine nicely with your Command Skeletons, while Final Service helps to improve your general lack of tankiness. Aberrant Animator gives your skeletons double your Thorns damage, while Final Service is your cheat death mechanic. 
      Skill list
      A- Grim ScytheDual Scythes/Siphon BloodPower Shift
      B- Bone SpearTeeth
      X-  Command SkeletonsFrenzy/ Command SkeletonsKill Command/Bone ArmorDislocation/Death NovaBlight
      Y-  Corpse LanceBrittle Touch
      ZL-SimulacrumReservoir
      ZR-Blood RushMolting/Blood RushPotency
       
      Passives
      Overwhelming Essence Blood is Power Stand Alone / Aberrant Animator Draw Life / Life from Death / Final Service  
      Now, into the parts that honestly don't matter nearly as much. Most of the build is in your hands, now this is just the nitpicky optimizations that I will honestly spend far too much/little time on. For the next sections I will be discussing gear, gems, Kanai's Cube, and paragon points. 
      For Gear I recommend going for a Legacy of Dreams build. This is rather standard, gives you an insane damage boost, and overall is versatile and workable. Make sure that you haveMaltorius' Petrified Spike. Another recommendation is your helm. Leoric's Crown is ideal for general battling, but Broken Crown is my preference for base gem farming, for hopefully obvious reasons. Honestly, just use common sense. LoD builds are incredibly player dependent, and you can build them just about however you want. Just prioritize whatever will feed into the general gameplan of spamming SimulacrumReservoir and Bone SpearTeeth. 
      For Kanai's Cube, you want to slot in Reilena's Shadowhook as your weapon, Krysbin's Sentence for jewlery, and the worse of either Reaper's Wraps or Nemesis Bracers. Shadowhook scales your damage based on your maximum essence, and with Overwhelming Essence and SimulacrumReservoir you're pretty well maxed out on your essence. 
      For Paragon Points you want to basically use common sense. This build is an ability spam build with limited sustain. Play to that. For example, you want to invest heavily into Essence, Cost Reduction, and Cooldown reduction. As far as defense, I recommend investing in armor so that Blood is Power is easier to proc. 
      For  Gems you should put Bane of the Trapped, Enforcer, and Legacy of Dreams in your ring slots. Zei's Stone of Vengeance is a solid alternative. For your Helm, slot in  Flawless Royal Topaz to provide resource cost reduction or Flawless Royal Diamond for CDR. Personally, since this is a teeth build you should go Topaz. For your weapon, you should go Flawless Royal Topaz if going the ranged build, and Flawless Royal Emerald for the close range build. And for your other slots, you should go (you guessed it) Flawless Royal Topaz. In my honest opinion, Topaz is the best base gem for necromancer. It provides Intelligence, thorns, and resource reduction. Sure, the thorns are only especially ridiculous with Aberrant Animator but once again, topaz is a godsend for Necromancer. 
       
       
      Changelog: 10/2/19 Fixed some grammar errors, clarified poor usage, and added more details to the build    

    • By snartky
      1. Clemency
      4. High Inquisitor
      7. Zealous Spirit
      10. either one depending on comp
      13. Harsh Discipline
      16. Radiance
      20. if you went with sc at 10, the 20 sc choice is a must-pick. if you went with Divine Reckoning, Purge the Wicked or the 20 ult buff are the two options depending on need. if you need single target burst, go purge. if you want more aoe burst healing, then judgement will hit harder and heal harder. 
      This build revolves around abusing clemency/inquisition's short cooldown to quickly grant zeal to everyone and convert the lost mana back to you with either usage of the spell. 
      The idea behind the build is to build up to three desperation stacks before a fight by spamming your q on each teammate to stack zeal. the last cast if everyone is around will be using clemency to zeal the last hero and reset your stacks which also refunds 225 mana. you can stack zeal on all 5 of your teammates in <2 seconds with no drawbacks. you're essentially playing whitemane the same way you would malfurion. but your zeal works as your "regrowth" so to speak. 
      You take radiance at 16 so you can burst heal your team on command. you should have zeal on AT LEAST the 3 people most likely to take damage. before doing your dps combo (if you took Divine Reckoning) of R-E-W or E-R-W, stack zeal on your teammates, burst heal on the third stack application, then do the combo.
      if DR hits just one hero, the combo gives ~6-700 hps which increases (obviously) as more enemies are in your hurtbox. maiev is an unbelievably pairing for this combo as her ult helps keep the enemy within your reckoning for as long as possible.
      youre able to spam three more q's and your clemency/inquisition should be back up within a second or two. you basically rinse and repeat this without losing any mana whatsoever. shes able to keep up that burst spam combo indefinitely if you manage your stacks correctly. while also refreshing zeal on the person with the lowest timer. divine reckoning provides an absolutely insane amount of burst healing while also softening up anyone sitting in its effect. 
       
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