| Blockland Forums > Suggestions & Requests |
| Footstep Mod. |
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| AGlass0fMilk:
--- Quote from: phflack on July 05, 2009, 02:10:50 PM ---or maybe leave a trail that dissapears after 5 sec --- End quote --- It's so easy a caveman novice coder could do it! I believe there is a field in the datablock that lets you set what decal you leave behind when you walk. And dust and whatnot. Ah! Here it is *blows off dust* --- Quote from: Horse Code --- // Foot Prints //decalData = HorseFootprint; //decalOffset = 0.25; //footPuffEmitter = LightPuffEmitter; footPuffNumParts = 10; footPuffRadius = 0.25; footstepSplashHeight = 0.35; // Footstep Sounds // FootSoftSound = HorseFootFallSound; // FootHardSound = HorseFootFallSound; // FootMetalSound = HorseFootFallSound; // FootSnowSound = HorseFootFallSound; // FootShallowSound = HorseFootFallSound; // FootWadingSound = HorseFootFallSound; // FootUnderwaterSound = HorseFootFallSound; //FootBubblesSound = FootLightBubblesSound; //movingBubblesSound = ArmorMoveBubblesSound; //waterBreathSound = WaterBreathMaleSound; --- End quote --- Turns out you can do a whole bunch'a stuff, underwater breathing sounds, Foot step sounds, all through the datablock. I'll do this if you want. Yoshi, get me a foot decal, and I might do this. |
| AGlass0fMilk:
Bump cause I still need to know if people want this.... |
| -Mike-:
--- Quote from: Pah1023 on July 06, 2009, 05:11:15 PM ---How about if you walk(Normal keybind C) you cant hear it --- End quote --- Do want. |
| AGlass0fMilk:
Someone get me a footstep print, and I might make it. |
| Masterlegodude:
I tried this i got from the TGE Demo mixed with a No_Jet player script (Edited the show energy bar though) --- Code: ---//Player_TGEPlayer //---------------------------------------------------------------------------- // Foot puffs //---------------------------------------------------------------------------- datablock ParticleData(LightPuff) { dragCoefficient = 2.0; gravityCoefficient = -0.01; inheritedVelFactor = 0.6; constantAcceleration = 0.0; lifetimeMS = 800; lifetimeVarianceMS = 100; useInvAlpha = true; spinRandomMin = -35.0; spinRandomMax = 35.0; textureName = "base/data/particles/chunk"; colors[0] = "1.0 1.0 1.0 1.0"; colors[1] = "1.0 1.0 1.0 0.0"; sizes[0] = 0.1; sizes[1] = 0.8; times[0] = 0.3; times[1] = 1.0; }; datablock ParticleEmitterData(LightPuffEmitter) { ejectionPeriodMS = 35; periodVarianceMS = 10; ejectionVelocity = 0.2; velocityVariance = 0.1; ejectionOffset = 0.0; thetaMin = 20; thetaMax = 60; phiReferenceVel = 0; phiVariance = 360; overrideAdvance = false; useEmitterColors = true; particles = "LightPuff"; }; datablock DecalData(PlayerFootprint) { sizeX = 0.25; sizeY = 0.25; textureName = "./footprint"; }; datablock PlayerData(PlayerNoJet : PlayerStandardArmor) { minJetEnergy = 0; jetEnergyDrain = 0; canJet = 0; uiName = "TGE Player"; showEnergyBar = True; // Foot Prints decalData = PlayerFootprint; decalOffset = 0.25; footPuffEmitter = LightPuffEmitter; footPuffNumParts = 10; footPuffRadius = 0.25; }; --- End code --- Didn't work, though i didn't expect it to work, not even the foot puffs work --- Quote from: AGlass0fMilk on July 07, 2009, 11:25:12 AM ---Someone get me a footstep print, and I might make it. --- End quote --- Will these do? |
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