NeddoFreddo Posted July 5, 2016 Share Posted July 5, 2016 Hello all, I am making a character with the extended sample character template, and so far it's all good. But because my character is... a little on the heavy side... I've been trying to make the sound that plays when you walk around different to the default one. I put this code in the master_postinit: inst.footstep_path_override = "dontstarve/creatures/leif/walk_vo" which would hopefully change the walk sound to the one that the treeguard makes. Well I guess it kinda worked, because the character makes no sound when he walks around, but that's not really the... desired effect. So would I have to make custom walk sounds, or am I just not doing it properly? Spoiler My character is Fat Bastard.... so yeah Link to comment https://forums.kleientertainment.com/forums/topic/68658-changing-walk-sound/ Share on other sites More sharing options...
DarkXero Posted July 6, 2016 Share Posted July 6, 2016 Well, two issues. One, DS and ROG don't have the footstep override. Only SW has it. Two, you are changing the path with that. But the game doesn't use footstep_path as a sound to use path, it uses that to build the new paths where the sounds actually are. You can see it in worldtiledefs.lua. Use something like: local _PlayFootstep = GLOBAL.PlayFootstep GLOBAL.PlayFootstep = function(inst, volume) _PlayFootstep(inst, volume) if inst and inst:HasTag("player") then volume = volume or 1 local sound = inst.SoundEmitter if sound then local tile, tileinfo = inst:GetCurrentTileType() if tile and tileinfo then sound:PlaySound("dontstarve/creatures/leif/walk_vo", nil, volume) end end end end That will mix the heavy sound with the step for the player, only. Link to comment https://forums.kleientertainment.com/forums/topic/68658-changing-walk-sound/#findComment-790223 Share on other sites More sharing options...
NeddoFreddo Posted July 6, 2016 Author Share Posted July 6, 2016 @DarkXero Well, I tried putting this in master_postinit, and it crashes, but even when it's not in master_postnit it still crashes. Also I wasn't sure about some of the _'s --you wrote _PlayFootstep sometimes local _PlayFootstep = GLOBAL.PlayFootstep GLOBAL.PlayFootstep = function(inst, volume) _PlayFootstep(inst, volume) so what's the reason behind that? Link to comment https://forums.kleientertainment.com/forums/topic/68658-changing-walk-sound/#findComment-790502 Share on other sites More sharing options...
DarkXero Posted July 6, 2016 Share Posted July 6, 2016 27 minutes ago, NeddoFreddo said: Well, I tried putting this in master_postinit, and it crashes, but even when it's not in master_postnit it still crashes. What DLC of Don't Starve are you trying to run it on? Shipwrecked? It should go in modmain, not master_postinit, unless you take the GLOBALs away. 27 minutes ago, NeddoFreddo said: what's the reason behind that? I put the _ as I could put old_PlayFootstep or whatever_just_save_it or idontwanttocopypastetheentirefunction as variable names. Link to comment https://forums.kleientertainment.com/forums/topic/68658-changing-walk-sound/#findComment-790504 Share on other sites More sharing options...
NeddoFreddo Posted July 6, 2016 Author Share Posted July 6, 2016 (edited) Ok, thanks, it's working now I was using SW dlc. Edited July 6, 2016 by NeddoFreddo Link to comment https://forums.kleientertainment.com/forums/topic/68658-changing-walk-sound/#findComment-790509 Share on other sites More sharing options...
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