#Hi LAxemann, I was wondering if you
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Ello m'dude!
Yus, those are footstep sounds for specific surfaces. The naming is admittedly not quite intuitive. :P
You can find them in the Character_Footsteps.acp.
Hey!
I know this may be more animation centric, but do you know why it might not be playing in my animation?
As far as I know, these should all be playing off of the character right? So for example my vehicle doesnt need to have Character_Footsteps.acp added to its sound component?
Yeah, it's part of the Character_Footsteps.acp on the Character/its CharacterSoundComponent.
Hmmmm... Some stuff from off the top of my head:
- Make sure the animation events are actually placed in the character animation workspace, not the vehicle one
- Make sure that you use one of the surface values of the selector as the UserInt in the animation event (pic)
- The sounds are somewhat quiet; You could use the audio debug filtering and filter only for SOUND_CHAR_MOVEMENT_WALK and check if there really is nothing playing
Other than that, not much I could think of right now :o
Oh so user int is important! I did mean to ask! Although, it is unchanged from the UAZ so I thought it would pick the right one.
I will give this a try when I get home, thank you! ๐
Just in case it's unknown: UserInt becomes the "animSelector" signal inside an .acp
Hmm User Int is set to -1 on all events on the UAZ. Ours is a copy of it. ๐ฆ
Apologies, Im a little confused. How would I find what User Int number/animSelector is required for the MetalSheet to play for example?
It's the numbers in the Selector, I sent the pic above โ๐ฝ
(UserInt becomes animSelector Signal, animSelector Signal switches ports on the Selector within the .acp)
So all of this for example?
Oh wait I see
So in this instance would 'Def' be 0 and Carpet would be 1?
Nope, Carpet would literally be 6112 :D
Def(ault) = 61111
Carpet = 6112
Stairs = 6113
Leather = 7700
The thing is, if the animSelector Signal (UserInt) has a value outside the range (e.g. the -1 within the UAZ animations), it should use the Def(ault) ports. Meaning complete silence should never happen. ๐ค
Ah I see, that is an interesting way to do it!
Hmmm. Its really confusing me as to whats going wrong. Its only those sounds that aren't working. The gear sounds are, the creaky seats, just not the footsteps!
That's odd indeed - Did you try filtering the sounds to make sure they aren't just very quiet?
(The setup shown in the picture will mute all sounds not already playing and only allow SOUND_CHAR_MOVEMENT_WALK to play)