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berghoff

Config for several footstep sounds

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I got some nice footstep sounds somewhere for forest, rocky, and mudy ground textures.

Is it possible to add these somehow so that you can hear them when your walking on 1 of these surfaces? I know it is somewhere in the island config but how and where?

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I found this in kegsnowcain config.cpp

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// Snow environment sound

#define SNOW_ENVIRON_SOUND soundEnviron[]={"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3};\

class SoundEnvironExt\

{\

normalExt[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},};\

normal[] = {{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1}};\

road[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};\

rock[] = {{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1},{"People\concrete_L",db-95,1},{"People\concrete_R",db-95,1}};\

water[] = {{"People\water_L",db-90,1},{"People\water_R",db-90,1}};\

gravel[] = {{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};\

sand[] = {{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\sand_L",db-110,1},{"People\sand_R",db-110,1},{"People\gravel_L",db-95,1},{"People\gravel_R",db-95,1}};\

drygrass[] = {{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\forest_L",db-110,1},{"People\forest_R",db-110,1}};\

grass[] = {{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\drygrass_L",db-110,1},{"People\drygrass_R",db-110,1}};\

forest[] = {{"People\forest_L",db-110,1},{"People\forest_R",db-110,1},{"People\grass_L",db-115,1},{"People\grass_R",db-115,1},{"People\dirt_L",db-110,1},{"People\dirt_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1}};\

mud[] = {{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\mud_L",db-110,1},{"People\mud_R",db-110,1},{"People\water_L",db-90,1},{"People\water_R",db-90,1}};\

wood[] = {{"People\wood_L",db-110,1},{"People\wood_R",db-110,1}};\

metal[] = {{"People\metal_L",db-110,1},{"People\metal_R",db-110,1}};\

snow[] = {{"People\snow_L",db-90,1},{"People\snow_R",db-90,1}};\

hallway[] = {{"People\hall_L",db-90,1},{"People\hall_R",db-90,1}};\

fallbody[]={{"People\fall_to_ground",db-60,1}};\

laydown[]={{"People\down",db-100,1}};\

standup[]={{"People\up",db-110,1}};\

crawl[]={{"People\crawl",db-115,1}};\

KEGsnow[]={{"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3}};\

KEGsnow_rck[]={{"People\concrete_L",db-95,1},{"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3}};\

KEGsnow_forest[]={{"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3},{"People\forest_L",db-110,1},{"\KEGnoecain_snow\sound\snowstep1.wav",0.001426,1.3},{"People\forest_R",db-110,1},{"People\grass_L",db-115,1}};\

};

class CfgSurfaces

{

class KEGnoecain_snow

{

files="kegj9rock.gif???";

rough=0.105000;

dust=0.000000;

soundEnviron="KEGsnow";

};

class KEGnoecain_snow2

{

files="kegj9";

rough=0.105000;

dust=0.000000;

soundEnviron="KEGsnow";

};

class KEGnoecain_rock

{

files="kegk5rock.gif???";

rough=0.045000;

dust=0.000000;

soundEnviron="KEGsnow";

};

class KEGnoecain_rock2

{

files="kegk5";

rough=0.045000;

dust=0.000000;

soundEnviron="KEGsnow_rck";

};

class KEGnoecain_forest

{

files="kegfo?rock.gif??";

rough=0.155000;

dust=0.005000;

soundEnviron="KEGsnow";

};

class KEGnoecain_forest2

{

files="kegfo";

rough=0.155000;

dust=0.005000;

soundEnviron="KEGsnow_forest";

};

class KEGnoecain_road

{

files="kegsil";

rough=0.005;

dust=0.01;

soundEnviron = road;

};

class KEGnoecain_road2

{

files="kegasfaltka";

rough=0.006;

dust=0.01;

soundEnviron = road;

};

class KEGnoecain_cesta

{

files="kegcesta*";

rough=0.011;

dust=0.00;

soundEnviron = road;

};

}

I know this has something to do with it.

But I got 6 custom sounds (forest, grass, rock, mud, leaves, softsnow) for my Island. So can anyone explain how to do this? TIA

smile_o.gif

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Hi BergHoff,

I've never made islands only things like fields etc, and they use the CfgSurfaces to change the sounds when you stand on em.

example:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSurfaces

{

class default {};

class GrassGreen: default

{

access=2

files="texture*";

rough=0.090000;

dust=0.200000;

soundEnviron="grass";

};

};

files="texture*"; refers to the texture of the ground you are standing on, may also be like this files="texture"; - star omitted, star is like a wildcard for multiple textures with same name eg. texture1 texture2 texture3

soundEnviron="grass"; covers the sound you hear when standing on that texture. i don't know if you can link straight to your own sounds there, by the looks of kegs example they need to be declared above

eg

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SoundEnvironExt\

{\

MYSnow[]={{"\MYIsland\sound\snowstep.wav",0.001426,1.3}};\

};

//using this eg. soundEnviron="MYSnow"; should be in CfgSurfaces

of course since i don't do islands this is all speculation but i think it's worth a try, if anyone else knows for sure why not lend a hand...meanwhile i'll try my hand at a very crude island to see if i can get it working, no promises though

Scanger

edit: we're gonna need an example from an island that already has the feature.

i tried Kegs Winter Nogojev addon v1.1 but i don't get the snow footstep sounds, maybe it's my OFP install but unless i can get it working it'll be pointless trying myself, can you hear the snow steps in Winter Nogojev addon v1.1?

but i'm still on it :)

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got this from the BIS 1.91 config.cpp file

/*!

\patch 1.43 Date 1/22/2002 by Ondra

- Fixed: CfgSurfaces protected against addon modification.

*/

guess thats our answer

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no i'd say that's not doable given that it relies on ground textures and theres no script command that can locate them, BUT i found a way around it....there are positives and negatives.

Positives=i got the sounds changed

Negatives=can't really be implemented into an addon, more of a mod so i'd recommend it for personal use and preference rather than releasing it...that said, it could be released since it doesn't modify any original game file.

heres the method:

Make folder with any name in your root "OperationFlashpoint" folder...in my case i made "E:\Games\OperationFlashpoint\MyMod\" and inside this folder make another folder called "Bin" and another called "Addons"

Copy contents of "\OperationFlashpoint\Res\Bin\" into your "Bin" folder that you just created

Go here Breathe Website and download Commented_Config_191.zip

Extract the zips contents into your "OperationFlashpoint\MyMod\Bin" directory(replace files if asked)

Next open "cfgVehicles.hpp" in a text editor and search for the string below: this is merely to find our bearings

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundEnviron[]={People\dirt_L,db-70,1};

below that you will see a load of different info relating to footstep sounds eg. "People\gravel_L",db-95,1"

Modify the ones that you wish to change:

eg.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{"People\Grass_L",db-115,1}

i changed to:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{"\MyNewFootsteps\sirena.ogg",db-115,1}

Next put your sounds into a folder eg. "MyNewFootsteps" then compress this into a PBO "MyNewFootsteps.pbo" (NO CONFIG.CPP FILE NEEDED IN THIS PBO-IT'S ONLY AN ARCHIVE)

Place "MyNewFootsteps.pbo" into YOUR addon folder

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">\OperationFlashpoint\MyMod\Addons\

Make shortcut to FlashpointResistance.exe anywhere.

Get properties of it and make it look like this:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">\FLASHPOINTRESISTANCE.EXE -mod=MyMod

Start the Game using this shortcut

Your sounds should be changed now and no critical files have been modified, just run the normal shortcut when u don't wanna use your sounds.

You may need to mess around with the db-115,1 values on the sounds to make them more audible.

Hope this works for you too.

Scanger

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