sounds for surfaces

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vilehelm

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Jan 8, 2002
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just wondering if there is a way to designate a certain sound for a section for foot falls. I want there to be a metallic "clang, clang when a character runs across metal...?

Thanks in advance
 

Twrecks

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Mar 6, 2000
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Origally UT was going to have something very much like this (Check out Textures Advanced Properties), however was left out :(
The way other ppl do it is a prox trigger triggering a Triggered Ambient Sound.
You can place one T A S with multiple Triggers player proximity along a path.
This is used in levels with wet spots to make the splashy sound when there's not enough depth for UT to make a water zone.
I used it for making wooden foot steps over planks.
Check out DM-Brunel. Lruce uses this combo in several areas to good effect, especially walking on the ventilation ducts and forementioned "wet spots" :tup: :tup:
 

Bot_40

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Nov 3, 2001
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Yeah, like Twrecks said, it's not implimented. I think Epic just left it there to torture us mappers :mad:
 
In Tactical Ops they have footstep sounds all over every level, and Im sure its not with trigger, so it is possible, however, TO team has godlike skills us mortals were never destined to possess.

Also several mods have footprints. I believe there is a simple way of doing this, athough I dont know what it is.
 

Twrecks

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Whatever works...
Speial Events works when triggered. Triggered Ambient Sound Actors like the footstep textures don't. Not to my knowledge. If TO found out how to turn the footsteps on, that would be good info. Sheesh, Even KingPin had footstep sounds by texture.
 

Luggage

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Apr 25, 2001
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Knowing a bit of programming and UScript myself: Footstep sounds can be set by adjusting just a tiny (or maybe not tiny at all - didn't check) bit of code in the "PlayerPawn" class - there should be a piece of code somewhere that plays the sound (which are dependant on the Player Models in standard UT btw) when the Pawn (i.e. Player) is in the state "Walking". That has to be altered so that the sound specified in the texture's "FootStepSound" is played instead of the default model footsteps. Indeed, it should be a change in one line of code only, so you see: it's easy in fact.

Or maybe I'm wrong, although I don't think so.

But the implementation will be difficult if you don't create all-new textures, as the default textures have no "FootStepSound" set AFAIK.
 
Heh, it wouldnt be that hard to actualy alter the script, but can you think of the hassle of actualy trying to get your map to implement a special playerpawn and bot class? :( :( :(

I wrote up a small peice of code once to give footstep sounds to zones, and it worked pretty well, except that you can still here the old footstep sounds in addition. . . . Sounded pretty good though, however, I found a bigger problem: what would you use for other footstep sounds. The only step sound I found with ut was the Titan's.