Zoro on 12/1/2017 at 19:33
Greetings,
I'm sorry if such question been asked before and I'm aware It really was, but still I have less willing not to ask myself, as I don't own the required information, as well as I couldn't find it.
So the question subject is - how do I change "volume" of material walking, or, in other words - how do I make walking on marble/gravel more "quiet" for AI's hearing? I need to change it for a FM, so protagonist's barefoot moving won't be equal to Garrett's "loud boot".
Oh, and one more thing - how do I set "AI hearing level" for a new material?
JarlFrank on 13/1/2017 at 22:36
Changing a material's properties is easy.
Inline Image:
http://i.imgur.com/rREBZE5.pngGo into this texture hierarchy, find the texture you want to change (in your case, say, a marble texture) and move it from marble to carpet or vegetation, then it will sound the same as walking on carpet or vegetation.
That will also change the sound the guards make on that surface, though, so it's probably not what you want.
I know Zontik put a pair of soft slippers into his King's Story FM which when you wear them (put them in your inventory) make all surfaces sound like carpet but only for the player's footsteps.
you could check that mission out in Dromed to see how he did it.
Zoro on 13/1/2017 at 23:07
JarlFrank thank you for the response! The problem is actually been solved a few moments ago - thanks to Zontik!
The way It's been done involved "Sound value" function in FOOT_PLAYER, LAND_PLAYER archetypes, changing foot_tile_p's "Sound value" to Minor anomaly.
john9818a on 14/1/2017 at 13:31
If you move the marble texture to carpet then broadhead and rope arrows will be able to stick to the marble.