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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
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'
}
Class CustomGamePlayerController extends UTPlayerController;
defaultproperties {
}
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')
}
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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