I looked into trying to achieve the same thing, and found no success with changing terrain type to simulate different sounds. So instead I created a few new rows in the footstepsounds.2da which make any terrain sound like what I want it to. For example I have a carpet row which turns rock, dirt, etc... to a carpet sound. If you find another way to achieve this, I'd like to know, but so far my method is working fine.
I create a trigger that changes footstep sound on enter, and restores it on exit. A local integer on the trigger defines which footstep type to use.
aa_trg_en_carpetaa_trg_ex_carpetfootstepsounds.2dayes, as you can see i have not fleshed out my 2da.
my development process is ad-hoc. lines 21 and 22 are the important ones. nevertheless this should show you one way that you can achieve your goal.
As always, i am interested in suggestions for impovement.
Modifié par henesua, 19 juillet 2012 - 03:38 .