Moveables: Surface Type-dependent Bounce Sound: Difference between revisions
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If the '''snd_bounce_<material name>''' is not found for a particular material, it will use the default '''snd_bounce''' (This means to save time, you should set '''snd_bounce''' to the sound it will play on the majority of materials). | If the '''snd_bounce_<material name>''' is not found for a particular material, it will use the default '''snd_bounce''' (This means to save time, you should set '''snd_bounce''' to the sound it will play on the majority of materials). | ||
== Note == | |||
With <material name> I mean the final name after it has been resolved, like "snow", not surftype15. And yes, it applies to our new materials. | |||
[[Category:Sound]] | [[Category:Sound]] |
Latest revision as of 10:28, 11 September 2006
Originally written by Ishtvan on http://forums.thedarkmod.com/topic/4024
Just added the capability for different moveables to play different bounce sounds based on the surface type of the material they hit.
For example, a banana would play a "SPLORT" sound on most hard materials, but if you dropped it in snow, it might play a different sound.
To set this, use:
snd_bounce_<material name>
See the surface types documentation for a complete list of surface type names.
If the snd_bounce_<material name> is not found for a particular material, it will use the default snd_bounce (This means to save time, you should set snd_bounce to the sound it will play on the majority of materials).
Note
With <material name> I mean the final name after it has been resolved, like "snow", not surftype15. And yes, it applies to our new materials.