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Post by dreadlord on Dec 16, 2016 4:51:12 GMT
I tried to add a simple Walk sound for a Non Humanoid Enemy.
#1
Got a strange problem here. For the Humanoid this works 100%. For the Generic not. The surface is complete empty so it should trigger on any Material, right? In my test i have 2 materials on walkable surface. Atlas_Base_01 and Atlas_Base_01_preload. And i only get footsteps on the preload Material. At start i also get an Out of Range vFootStepFromTexture.cs:64
#2
I tried to apply a sound via the vTriggerSoundbyState in the Animator. Can't be applied to the BlendTree so i put this into the Movement. But this won't work either :-(
Any help is appreciated
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Dec 16, 2016 11:48:12 GMT
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Post by Invector on Dec 16, 2016 13:35:11 GMT
You need to add a collider & rigidbody into your object in order to work the footstep, and the vTriggerSoundbyState works with Animation States and not blendtrees or submachine states. I'm taking a look into the out of range error edit* found it, replace this line > var trigger = footStepTriggers; on the vFootStepFromTexture.cs
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Post by dreadlord on Dec 16, 2016 17:31:09 GMT
Thanks, Invector, it works now wit a kinematic ( ) rigidbody. But i can't replace vFootStepFromTexture:64 var trigger = footStepTriggers; with var trigger = footStepTriggers; this can't work.
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I tried the vTriggerSoundbyState on the Movement because i already have a MeleeAttackControl there for constant damage while walking/running. And this works *yay* :-D
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zeldalink33
no, not in this case. But trust me, Chronicman coming along with some good stuff.
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Post by Invector on Dec 17, 2016 13:37:23 GMT
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