Author Topic: Footsteps  (Read 3939 times)

Problem is it only detects the closet color from 0-1. (Example: "0 1 0 1" will find a solid green color and return it to a color ID)
So I had to edit them to find a specific color, meaning it will most likely work for Trueno's original colorset.
In any case, your edit would most likely topple all other footstep add-ons out there, so you should really consider releasing it. It'd be extremely appreciated!


I can make you one that can fit your situation, like this maybe?

I can make you one that can fit your situation, like this maybe?
Jesus, this would be perfect for my build.

Jesus, this would be perfect for my build.
I'll make it tomorrow. Too lazy to edit the files again. I take the original footstep mod and manually edit sounds, then replace them. Everrryyy time I make a new server. Tedious.

I'll make it tomorrow. Too lazy to edit the files again. I take the original footstep mod and manually edit sounds, then replace them. Everrryyy time I make a new server. Tedious.
Is it event based?

If the only issue with the event-based footsteps mod is that an event needs to be applied to every brick that requires it, just use Named Bricks to change the material.  It's what I've used for all of my builds that use the footsteps mod and it has worked out well.

just use Named Bricks to change the material. 
I might make a gui where you can set a specific footstep sound to a brick color, and if you want to change it you'll have to use events not name bricks because what if you need to have it named as something

I might make a gui where you can set a specific footstep sound to a brick color, and if you want to change it you'll have to use events not name bricks because what if you need to have it named as something
yes
And because of the fact I have 2000 bricks in terrain, and blockland only lets you have 1000 events at once, so I can't do onActivate > Named Brick > Grass > setFootstep > Grass

onActivate
*onPlayerTouch

But yeah, this is the same issue I have with the current footstep systems out there. I tried using zones, and either I'm using them wrong, or zones just don't work for the footstep add-ons.

yes
And because of the fact I have 2000 bricks in terrain, and blockland only lets you have 1000 events at once, so I can't do onActivate > Named Brick > Grass > setFootstep > Grass

Grass_0
Grass_1
Grass_2
etc.

Doing it by colors seems to add quite a bit of limitation on what you can use to color the ground.  You can't have the same color in a map to cover different materials.  It might be fine for builds with less explorability, but I would not use it for anything too complicated or large.  I've had no trouble having a board of buttons to trigger events on every ground brick (and roof brick for things like setZone).  As long as you are methodical when naming all of your bricks, it isn't too much of a hassle.  But, if you are okay with limitations in color usage, then Advanced Bot's will be fine.  I always prefer for the more complicated and flexible options for mods.

As long as I don't have to event every single brick, it's fine.

Can I please has now :(


Here is the newest version of Port's footsteps with my edits:
http://www.mediafire.com/download/03uul6a3m51yn1y/Script_Footsteps.zip  (Updated the file to include named brick footstep setting)
To modify footstep material based on the brick name, you have to add this tag anywhere in it:
Code: [Select]
fsm_material
This also lets you do things like this:
Code: [Select]
FooBar_fsm_tile OR fsm_tile_FooBar OR Foo_fsm_tile_BarSo you can still differentiate the named bricks with their materials set.

EDIT: Another thing I remembered, but spaces in the brick name are automatically transformed into underscores. So you can just type
Code: [Select]
This is my special fsm tile and it will work!

To modify footstep material based on color, you'd have to change this function. Numbers are the ID of the color based on colorset.
Code: [Select]
function getMaterial(%color)
{
switch (%color)
{
case 18 or 22 or 23 or 24 or 25 or 26 or 27 or 28 or 30 or 31 or 36 or 37 or 38: return "sand";
case 19 or 20 or 21 or 32 or 33 or 34: return "grass";
case 35: return "mud";
case 29 or 45 or 46 or 47 or 48 or 49 or 50: return "tile";
case 51: return "duct";
case 39 or 54 or 55 or 56 or 57 or 58 or 59 or 60: return "wood";
case 61 or 62: return "woodpanel";
}

return "concrete";
}

Alternatively, there are two other options:
You could set
Code: [Select]
$m = "concrete"; so that it ignores the colored brick picking completely and uses that material as default instead.

If you also want to use the "csgo" sounds included within the folder, you have to change this line of code:
Code: [Select]
|Line 252| %pattern = "Add-Ons/Script_Footsteps/sounds/*.wav";change "sounds" to "sounds_csgo". The mod automatically creates materials based on found sounds.

This footstep mod supports "individual footsteps", meaning that if you walk right inbetween two bricks with different materials it will play the correct sounds based on your foot's location after the step.
It also has support for bloody footprints, although I have only released the new bloodcode with Mafia Madness Plus in the gamemodes section.
« Last Edit: June 07, 2015, 07:59:08 AM by Crystalwarrior »