XenoMatriX, on May 23 2009, 01:10 AM, said:
any help would be appreciated.
Great mod by the way
There isn't any nice, user friendly way of doing it. It involves finding the right place in the code and inserting your tile numbers into a list. You can open up USERPLUS.CON in a text editor and find "state CHECKSTEPS", which is about halfway through the file. That will bring you to this neighborhood:
// 0 DEFAULT
// 1 WOOD
// 2 TIN
// 3 GRATE
// 4 GRASS
// 5 TILE
// 6 CARPET
// 7 CONCRETE
// 8 SNOW
// 9 WATER
// 10 ELECTRONIC
// 11 ORGANIC
gamevar STEPSOUNDFX 0 1
gamevar FLOORTEX 0 1
gamevar FOOTSTEPCOUNT 0 1
state CHECKSTEPS
// ifvarg underwater 0 { setvar STEPSOUNDFX 9 break }
setvar STEPSOUNDFX 0
switch FLOORTEX
case 0 setvar STEPSOUNDFX 0 break
case 70 case 370 case 735 case 745 case 749 case 821 case 822 case 879 case 880 case 884
case 1188 case 1200 case 1201 case 4110 case 4111 case 4303 case 4428 case 1170
// DC steps
case 3684 case 3685 case 3691
setvar STEPSOUNDFX 1 breakIn this badly formatted code, notice the commented list of surface types (type 1 is wood, 2 is metal, etc.) Following that is a big switch statement that groups tile numbers into the different types. The last line in the code above "setvar STEPSOUNDFX 1 break" is grouping the cases above it into the wood category. Below that, you will see another (much larger) group of cases followed by "setvar STEPSOUNDFX 2 break", which are the metal tiles. The cases commented as "DC steps" are tiles from the Duke it out in DC add-on. You can remove those cases if they conflict with your tile number (they are in the tiles014 range IIRC).
So what you would do is add new cases to the list with your tile numbers, in the section corresponding to the right tile type. This controls not just stepping sounds, but also what happens when you shoot the tile.

Help
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