View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002540||The Dark Mod||Sound||public||12.01.2011 12:02||18.02.2013 00:26|
|Status||resolved||Resolution||no change required|
|Product Version||TDM 1.03|
|Summary||0002540: AI-foodsteps on Func-statics|
|Description||If AI´s (guards, builders, not sure for other creatures) do walk on Func-Statics they make a very loud sound that reminds me of the tile-shader-set.|
Example is the beginning town-section of Bikerdude´s Cathedral-FM (latest release) when the patrolling Guard walks on the stairs (that are a FS). For the player-steps nothing changes however.
Also the beginning of NHAT2/3 had some little stone-FS´s in mud.
I don´t know but really would like to know where (shader?) these sounds are defined.
|Steps To Reproduce||Watch a guard walking on FS.|
|Additional Information||Func-Statics let AI play only one (damn loud) step-sound, no matter what material.|
|Tags||No tags attached.|
I suggest that this is not a problem.
Many func_static surfaces, especially in the early days, are covered with monster_clip so that AI can walk on them.
There's no footstep sound associated with monster_clip, so when an AI walks on it, the code defaults to "snd_footstep" which itself defaults to the sound of a footstep on stone.
It's up to the mapper to use monster_clip or one of the tdm_nodrawsolid* textures for AI to walk on. Different versions of tdm_nodrawsolid* provide different footstep sounds when walked upon.