ThiefII - Footstep sounds active but disabled 4 AI - by Mr. Bighead
Mr. Bighead on 30/5/2016 at 08:13
Hey guys!
Just wanted to know if there is a possibility to disable the footstep sounds awareness for npc´s in thiefII/dromed.
My intention was to build some kind of ventilation shaft made out of metal of course. But as you know, metal sounds are very loud in this game. Thats simply not fitting to the "stealthy-shaft-approach" ^^
... thing is that I simply do not want to make shafts out of stone or even wood. I also do not want to give you like a 1000 moss arrows at mission start ^^
Thats why I tought about just "removing" the AI reaction to sounds coming out of these shafts.
Unna Oertdottir on 30/5/2016 at 08:54
AI--Attributes--Hearing
Mr. Bighead on 30/5/2016 at 09:03
haha ^^
simple as f***
thanks a lot ;D
nightshifter on 30/5/2016 at 09:56
be aware that the AI will then allso be deaf for the rest of the game.
gigagooga on 30/5/2016 at 10:01
Changing the hearing attribute isn't necessary the best way for this, since it changes the guard not to just hear your footsteps, but could also make it deaf for lets say exploding firearrows.
You could try to make your own footstep type, which has the same metal footstep sounds as the normal metal has, but without alerting.
There also might be just some simple property which you could deactive on textures properties that makes it "silent", but i can't remember for sure.
SlyFoxx on 30/5/2016 at 12:47
Won't a new "metal" texture not assigned correctly in the Texture Hierarchy do the trick?
marbleman on 30/5/2016 at 12:48
Mission X had an extensive metal ventilation system, which was quiet to move around in. It had new footstep sounds.
ZylonBane on 30/5/2016 at 12:52
Given how ridiculously clangy metal surfaces are in Thief, for a vent shaft you could just texture it with something that looks like metal, but has a material type of stone or whatever.
Or you could put sound-blocking vent "doors" at the openings to the vent system so sound doesn't get out.
LarryG on 30/5/2016 at 20:30
Which brings up the point that you need to properly room brush the vent system so that it does not overlap with the rest of the building's rooms except at entrances and exits.
FireMage on 31/5/2016 at 11:32
If you don't want AIs to be deaf and just make the footstep "not noticeable", this is easy and you don't even need to create new schemas!
Go: Sound>Schema>Feet>Foot_Player
Select all the archetype you want to be not noticeable and edit the properties.
AI>Utility>Sound Value then Remove it or set it to None and you're done! :thumb:
EDIT: Also don't forget to save your Gam File!!