Ricebug on 4/4/2014 at 18:40
I'm trying to alter the sound of the SecurityBotX (DEDX AI) to sound like it's clomping around on a stone surface. Right now, it's a cheesy metallic sound. What do I change in the schema?
[INDENT]//COMBATBOT FOOT METAL
schema foot_combotmet
archetype FOOT_AI
volume -300
ft_cb1m ft_cb2m ft_cb3m ft_cb4m
env_tag (Event Footstep) (CreatureType CombatBot) (Material Metal MetGrate)
env_tag (Event Footstep) (CreatureType CombatBot) (Landing True) (Material Metal MetGrate)[/INDENT]
Does the schema have to be shipped with the mission, or does "Reload Schemas" update the gamesys?
LarryG on 4/4/2014 at 20:00
You don't want to modify that schema. That's for the sound the bot makes walking on metal. This is the schema for the sound it makes walking on anything else:
//COMBATBOT FOOT
schema foot_combot
archetype FOOT_AI
volume -600 //was -400
ft_cb1 ft_cb2 ft_cb3 ft_cb4
env_tag (Event Footstep) (CreatureType CombatBot)
env_tag (Event Footstep) (CreatureType CombatBot) (Landing True)
If you want a new sound for walking on stone, or walking on wood, you need to make new schemas with the env_tag calling out the material desired. For example:
//COMBATBOT FOOT STONE
schema foot_combotstn
archetype FOOT_AI
volume -600 //was -300
// new sound files that you have to make for footsteps on stone
ft_cb1s ft_cb2m ft_cb3s ft_cb4s
env_tag (Event Footstep) (CreatureType CombatBot) (Material Stone)
env_tag (Event Footstep) (CreatureType CombatBot) (Landing True) (Material Stone)
Possible material surfaces which may need their own schemas, depending on where your bot can go, might be Wood, Liquid [you will also need (MediaLevel Foot) for this one], Ice, Snow, and so on. Look in the FEET.SCH file for materials used on other AI footteps.
Ricebug on 4/4/2014 at 21:29
Yeah, this bot is confined to one room, which has a stone floor. But if I have to create the sounds, forget it.
LarryG on 4/4/2014 at 21:37
You will need to make the sound files. Sorry.