@TheDoomGuy
That can easily be implemented by editing the string that contains what sounds to use in the ACS.
Script "SneakValue" (Void)
{
int sneakVolume = stepVolume + 1; //Required, if not given the extra "+1" it would return a value of "0", which means infinite range when used with "A_AlertMonsters"
SetResultValue(sneakValue);
}
A_AlertMonsters(CallACS("SneakValue",0,0,0,0))
Ral22 wrote:I discovered a neat feature using this Footstep system (Though I was using v3 for this, it could still be done with v2 until The Zombie Killer releases the latest one publicly). It can be used to make a system where enemies can be activated based on the emitted volume of the player's footsteps; the louder the step (The faster you are going), the larger radius you emit that alerts monsters.
If you take the variable "stepVolume" and place it outside of the script (So it can be recognized by other scripts), then make a new script that looks like this:
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Script "SneakValue" (Void)
{
int sneakVolume = stepVolume + 1; //Required, if not given the extra "+1" it would return a value of "0", which means infinite range when used with "A_AlertMonsters"
SetResultValue(sneakValue);
}
If you wish to alter the radius of the sound emitted, you alter the "sneakVolume" variable (If you want the range to be wider, you would, say, multiply it by 1.5 or 2). By default marine speed, I got return values of ~170 when running full speed; walking returns about ~80.
Finally, alter your player class with this Decorate action during it's See state:
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A_AlertMonsters(CallACS("SneakValue",0,0,0,0))
That should do it. While stealth is not necessarily a common feature in Doom mods, this makes for an easy way to implement the idea should you wish to go that route in your mods.
HellBlade64 wrote:Could you post a step-by-step on how to make footstep sounds from scratch with just one sound? I'm working on a simple mod and I have the sound clips, I just can't configure them properly.
Whiteace wrote:Would these work in Zandronum? I am asking this because I have no way of testing it.
Hellser wrote:I doubt he has this setup for use as a mod - rather, setup for use as an example. If you want to get this working with BrutalDoomSE, then take up Decorate and ACS and learn how to get this working.
Grigori wrote:Hellser wrote:I doubt he has this setup for use as a mod - rather, setup for use as an example. If you want to get this working with BrutalDoomSE, then take up Decorate and ACS and learn how to get this working.
He actually did and I have it in autoload now. Had no issues so far. Worked with Brutal Doom too.
Skrell wrote:Wow this is great news! Can you please provide detailed instructions as to what you did to get it to work?
ie.) 1. GZDOOM/Zandro?
2. Load order?
3. What other, if any, addons did you load along with it? (ie. would a texture pack break foostepsv3?)
4. Brutal Doom SE/EE/Vanilla ?
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