Jump to content
Sign in to follow this  
DummyPumpkin

Problem with infantry running sounds

Recommended Posts

Hello, veteran modders

I am creating my little mod and encounter an issue that i dont know how to fix.

Most edited infantry units dont have moving sounds like footsteps etc. Exception is nod shadows since they have this entry in their file:

            <ModelConditionAudioLoopClientBehavior
                id="53658098">
                <ModelConditionSound
                    Sound="AudioEvent:NOD_ShadowSquad_FlyingIdlingLoop"
                    RequiredFlags="FLYING"
                    ExcludedFlags="DYING" />
                <ModelConditionSound
                    Sound="AudioEvent:NOD_ShadowSquad_RunningLoop"
                    RequiredFlags="MOVING"
                    ExcludedFlags="DYING DECELERATE FLYING" />
            </ModelConditionAudioLoopClientBehavior>
            <ModelConditionSoundSelectorClientBehavior

But most inf units dont have this. I tried including crowdresponse and largegroupaudio entries in my mod to no awail.

I appreciate any help , thanks in advance.

Share this post


Link to post

The shadows are a bit speical cause they can fly and EA looked for a way to mute them when they aren't on ground,
Dk why largegroupaudio not work for you though unless it's either hardcoded or maybe cause its key ID was extracted as hex over the original ID name (if you're using WEd that it)

What you can use as alternative is AnimationSoundClientBehavior with sound frames codes which you can use for walking too,

For general example here's a code for the Awakened when they're using land and death animations:

            <ClientBehaviors>
                <AnimationSoundClientBehavior 
                id="0x7A2074AA">
                    <Sound Frame="3" Animation="NUSILENT_LNDA" Sound="AudioEvent:Bodyfall"/>
                    <Sound Frame="26" Animation="NUSILENT_DIEA" Sound="AudioEvent:Bodyfall"/>
                    <Sound Frame="51" Animation="NUSILENT_DIEB" Sound="AudioEvent:Bodyfall"/>
                    <Sound Frame="17" Animation="NUSILENT_DIEC" Sound="AudioEvent:Bodyfall"/>
                </AnimationSoundClientBehavior>
            </ClientBehaviors>

You can take it as a base and change it for any unit moving animations
 

You can also try something more simple like that edit though if you don't want to mess with frames

 

            <ModelConditionAudioLoopClientBehavior
                id="53658098">
                <ModelConditionSound
                    Sound="AudioEvent:NOD_ShadowSquad_RunningLoop"
                    RequiredFlags="MOVING"
                    ExcludedFlags="DYING"/>
            </ModelConditionAudioLoopClientBehavior>

 

 

Edited by Egozi44

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×