Author Topic: SetFootstepType  (Read 310 times)

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
SetFootstepType
« on: February 26, 2011, 04:34:59 am »


               While perusing sound effects in the Lexicon, I came upon this function. If I use SetFootstepType to change a PC's footfalls upon entering a trigger, should I set it back to default or normal in the exit event? I'm in particular wanting to add a watery effect in some low water sewer areas.
               
               

               
            

Legacy_GhostOfGod

  • Hero Member
  • *****
  • Posts: 1490
  • Karma: +0/-0
SetFootstepType
« Reply #1 on: February 26, 2011, 08:57:12 am »


               FOOTSTEP_TYPE_DEFAULT to go back to normal. I've used this for a few things. Same as what you are wanting to do. And for an underwater you can change to FOOTSTEP_TYPE_SHARK. And to me the skeleton footstep sound more squishy than skeleton so I did an OnEquip for a pair of moldy boots to change to the skeleton footstep. All kindsa fun stuff.
               
               

               
            

Legacy_kalbaern

  • Hero Member
  • *****
  • Posts: 1531
  • Karma: +0/-0
SetFootstepType
« Reply #2 on: February 26, 2011, 04:58:41 pm »


               Thanks. This'll add one of those little details to stuff that I love.