Created
October 25, 2013 03:53
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Unrealscript to create custom footsteps. Goes with this blog entry: http://oculusdrifter.blogspot.com/2013/10/custom-footstep-sounds-in-udk.html
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class CustomGame extends UTGame; | |
static event class<GameInfo> SetGameType(string MapName, string Options, string Portal) { | |
`log("CustomGame.SetGameType: =================================================="); | |
return Default.class; | |
} | |
event InitGame( string Options, out string ErrorMessage ) { | |
`log("CustomGame.InitGame: ------------------------------------------------------"); | |
super.InitGame(Options,ErrorMessage); | |
} | |
defaultproperties | |
{ | |
PlayerControllerClass=class'CustomGamePlayerController' | |
DefaultPawnClass=class'CustomPawn' | |
} |
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Class CustomGamePlayerController extends UTPlayerController; | |
defaultproperties { | |
} |
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class CustomGameSoundGroup extends UTPawnSoundGroup; | |
defaultproperties | |
{ | |
DodgeSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_Dodge_Cue' | |
DoubleJumpSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_DoubleJump_Cue' | |
LandSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_LandLight_Cue' | |
DyingSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_Death_Cue' | |
HitSounds[0]=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_PainSmall_Cue' | |
HitSounds[1]=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_PainMedium_Cue' | |
HitSounds[2]=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_PainLarge_Cue' | |
FallingDamageLandSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_LandHeavy_Cue' | |
GibSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_DeathInstant_Cue' | |
CrushedSound=SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_RobotImpact_BodyExplosion_Cue' | |
BodyExplosionSound=SoundCue'A_Character_BodyImpacts.BodyImpacts.A_Character_RobotImpact_BodyExplosion_Cue' | |
InstaGibSound=SoundCue'A_Character_CorruptEnigma_Cue.Mean_Efforts.A_Effort_EnigmaMean_DeathInstant_Cue' | |
DefaultFootStepSound=SoundCue'A_Character_Footsteps.Footsteps.A_Character_Footstep_DefaultCue' | |
FootstepSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneCue') | |
FootstepSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtCue') | |
FootstepSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyCue') | |
FootstepSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue') | |
FootstepSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageCue') | |
FootstepSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateCue') | |
FootstepSounds[6]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue') | |
FootstepSounds[7]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowCue') | |
FootstepSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalCue') | |
FootstepSounds[9]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowCue') | |
FootstepSounds[10]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodCue') | |
FootstepSounds[11]=(MaterialType=Quack,Sound=SoundCue'myproject.Sounds.quack_cue') | |
JumpingSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneJumpCue') | |
JumpingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue') | |
JumpingSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyJumpCue') | |
JumpingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshJumpCue') | |
JumpingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageJumpCue') | |
JumpingSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateJumpCue') | |
JumpingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenJumpCue') | |
JumpingSounds[7]=(MaterialType=Grass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassJumpCue') | |
JumpingSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue') | |
JumpingSounds[9]=(MaterialType=Mud,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudJumpCue') | |
JumpingSounds[10]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue') | |
JumpingSounds[11]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowJumpCue') | |
JumpingSounds[12]=(MaterialType=Tile,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileJumpCue') | |
JumpingSounds[13]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepJumpCue') | |
JumpingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowJumpCue') | |
JumpingSounds[15]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodJumpCue') | |
JumpingSounds[16]=(MaterialType=MetalFrame,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue') | |
DefaultLandingSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue' | |
LandingSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneLandCue') | |
LandingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue') | |
LandingSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyLandCue') | |
LandingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshLandCue') | |
LandingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageLandCue') | |
LandingSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateLandCue') | |
LandingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenLandCue') | |
LandingSounds[7]=(MaterialType=Grass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassLandCue') | |
LandingSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue') | |
LandingSounds[9]=(MaterialType=Mud,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudLandCue') | |
LandingSounds[10]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue') | |
LandingSounds[11]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowLandCue') | |
LandingSounds[12]=(MaterialType=Tile,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileLandCue') | |
LandingSounds[13]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue') | |
LandingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowLandCue') | |
LandingSounds[15]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodLandCue') | |
LandingSounds[16]=(MaterialType=MetalFrame,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodLandCue') | |
} |
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class CustomPawn extends UTPawn | |
placeable; | |
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info) { | |
`log("CustomPawn:SetCharacterClassFromInfo -------------------------------------------"); | |
Super.SetCharacterClassFromInfo(Info); | |
SoundGroupClass = class'CustomGameSoundGroup'; | |
`log("CustomPawn:SetCharacterClassFromInfo SoundGroupClass = " @ SoundGroupClass); | |
} |
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