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ForumsCog Forum → Footsteps
Footsteps
2004-01-16, 10:18 AM #1
Alas, I can pretty much guarantee this is the last cog question I will have in a while, but:
Is it possible to change the footstep sound of a sector with a cog? (not just be changing the surface flag to metal or dirt, but to have a custom footstep sound played)
This is retarded, and I mean drooling at the mouth
2004-01-16, 11:37 AM #2
Other than editing "ky.snd" sound file with a text editor (it contains all the sounds and the scenarios where the player should use them, such as being physically hurt from Force powers, damage from long falls, and that agonising "wail" that Kyle makes when you fall down a pit and the screen fades to black [http://forums.massassi.net/html/wink.gif] ) there's no easy way of doing it [http://forums.massassi.net/html/frown.gif] Certainly as far as I know, although if anyone knows any different I'd be interested to learn more....

Hope this has helped [http://forums.massassi.net/html/redface.gif] [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

------------------
"lucky_jackpot is the smily god..." - gothicX

"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2004-01-16, 2:22 PM #3
You could use ParseArg to change the SND, but that doesn't work well in MP because of player variety.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.

[This message has been edited by Emon (edited January 16, 2004).]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2004-01-16, 2:40 PM #4
Really? the snd file? I thought that floor sounds (footsteps) were apart of JK engine that get detected by the surface flags. But I dont want to replace any sounds, just add things. Can I make my own separate floor flags? Sorry Im not too knowledgable in this field


[This message has been edited by F-Body (edited January 16, 2004).]
This is retarded, and I mean drooling at the mouth
2004-01-16, 6:39 PM #5
Quote:
<font face="Verdana, Arial" size="2">Originally posted by F-Body:
.Can I make my own separate floor flags? Sorry Im not too knowledgable in this field..</font>


No.


Create a new .snd for the player that contains your new foot sounds. Whenever the player entered the sector, parsearg the player's snd ot the new one. When he leaves, parsearg it back. Simple as pie.

------------------
The future is here, and all bets are off.
And when the moment is right, I'm gonna fly a kite.
2004-01-17, 6:09 AM #6
It's only that easy for SP.

But should you even attempt to do it in MP, you'll have to do a model check (which probably won't be mod-friendly). It should look something like this (for a model check).
Code:
symbols
model cyborg=kymp4.3do
model red1eye=kyc5.3do
.
.
.
message entered
message exited

end
#-------------
entered:
player = getsourceref();
if(getthingmodel(player) == cyborg)                   //krugon
	parsearg(player, "soundclass=kymp4_new.snd");
else if(getthingmodel(player) == red1eye)             //Redeye
	parsearg(player, "soundclass=kymp1_new.snd");
.
.
.
else                                                  //kyle or unknown
	parsearg(player, "soundclass=ky_new.snd");	
return;
#---------------------
exited:
player = getsourceref();
if(getthingmodel(player) == cyborg)                   //krugon
	parsearg(player, "soundclass=kymp4.snd");
else if(getthingmodel(player) == red1eye)             //Redeye
	parsearg(player, "soundclass=kymp1.snd");
.
.
.
else                                                  //kyle or unknown
	parsearg(player, "soundclass=ky.snd");	
return;

end

I personally don't recommend this in MP, but if you must, do it.

Oh, BTW, if you are using a model with a soundclass in the level that's not defined in the cog, it will default the soundclass to kyle's modified and original ones. Or, you can change the code to only change the default soundclasses and leave the other ones alone.

------------------
I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team

[This message has been edited by Darth Slaw (edited January 17, 2004).]
May the mass times acceleration be with you.
2004-01-17, 9:42 AM #7
Ok thanks for the info, I'll just deal with regular sounds and such because I want MOD compatability.

------------------
nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth
2004-01-17, 9:59 AM #8
Off topic, but why do some people seem to always want to capitalize cog as COG and mod as MOD, etcetera?

------------------
Duel Zero : Released the beta. Probably the end of it. Not to worry though, I'm working on Randsaber, which is a lot better.
2004-01-17, 11:26 AM #9
Off-topic, I don't know Checksum - I interchange between the two depending on... oh wait there is no "dependency" factor... so I guess it's just how lazy I am and whether or not my fingers hit the caps/shift key, really.... [http://forums.massassi.net/html/biggrin.gif]

-Jackpot

------------------
"lucky_jackpot is the smily god..." - gothicX

"Life is mostly froth and bubble,
But two things stand in stone,
Kindness in another's trouble,
Courage in your own"
("Ye Wearie Wayfarer" - by Adam Lindsay Gordon)
"lucky_jackpot is the smily god..." -gothicX
"Life is mostly froth and bubble, but two things stand in stone,
Kindness in another's trouble, courage in your own"
- "Ye Wearie Wayfarer"
|| AI Builder: compatible with both JK & MotS || My website ||
2004-01-17, 2:13 PM #10
Off Topic... Again...
I say COG because it's a file extention.
-File extentions aren't in all caps-
No, not in a GOB or neccessaraly outside, but as I've been working with an Atari for so long, and Ataris always displays filenames 8.3 all caps, I tend to use all caps to show that it's a file extention. And sometimes I forget to do all caps. And, I try to make a difference between Mod and MOD. One is Modification, the other Module (music file).

/Edward
Edward's Cognative Hazards
2004-01-19, 5:42 AM #11
if there was a way to find what surface the player was attached to (and i think it might be possible) you could use a pulse to check if the surface the palyer was walking on had a unused flag (there are a few) and then if it did play a sound every few moments depending on his velocity.... jsut a idea

------------------
I am Darth PJB!
well, go on, run away!

i have a plastic lightsaber and a jedi cape.. am i a nerd?

If gravity is a crule mistress, and bar tenders with bad grammar are untrustworthy, what is air?
I am Darth PJB!
well, go on, run away!

i have a plastic lightsaber and a jedi cape.. am i a nerd?

If gravity is a crule mistress, and bar tenders with bad grammar are untrustworthy, what is air?
2004-01-19, 7:17 AM #12
It IS mod-capable in SP. Unless it's MP, you can (and darn well should) do what GBK said, provided you want the effect.
If I discouraged you in my post, I didn't mean to. I was just trying to set you up for the way I'd do it in MP, since I didn't know if you were doing SP or MP. If you're doing a SP level, do what GBK said. If it's MP, do what you want to.

------------------
I am Darth Slaw.
The Dark Lord of the Sith,
And part of the Nightfire mod team
May the mass times acceleration be with you.
2004-01-19, 10:07 AM #13
Hey thanks for all the INPUT, but it really isnt that important for my MP level. I have other cog needs that are more important than this, thx.
[off topic]BTW, why do ppl capitalize 'BTW' and 'INPUT' oh wait thats just me :P

------------------
nil nip nada zip zero naught lip zil
This is retarded, and I mean drooling at the mouth

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