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    #16
    Ok. This is a tutorial on implementing custom footstep sounds on a custom gametype. This tutorial is being made assuming you are extending off of UTPawn classes, which I'll cover in a bit more detail. So if you want to extend other pawn classes, this should be a good jumping off point (if not just the same).

    I'll also cover setting up the basic custom gametype for those who may need.



    SETTING UP THE GAME TYPE

    OK! First of all, set up your custom game. In your UDK folder, go to "Development" > "Src". Make a new folder and name it after your game (Such as "CUSTOMGAMENAMEHEREGame"). Now open that folder and make another folder and name it "Classes"


    Now you wil have to create classes within this folder. Create a .UC and give it a name based off your game such as "CustomGame", or whatever you want to name it. This class is your game type. The code should look like this:

    Code:
    Class CustomGame extends UDKGame;
    
    defaultproperties
    {
    
    }

    Save this and close it. Now create a new .UC file in the same folder and name it "CUSTOMGAMEPawn". This is your pawn. The code should look like this:

    Code:
    Class CUSTOMGAMEPawn extends UTPawn;
    
    defaultproperties
    {
    
    }
    Save and close. Now create another .UC in the same folder and name it "CUSTOMGAMESoundGroup". This is the sound group for your game and where you will add the custom footstep sounds. The code should look like this as of now:

    Code:
    Class CUSTOMGAMESoundGroup extends UTPawnSoundGroup;
    
    defaultproperties
    {
    
    }

    Save and close. Now create one final .UC, and name it "CUSTOMGAMEPlayerController". This class allows the player to move. The code should look like this:

    Code:
    Class CUSTOMGAMEPlayerController extends UTPlayerController;
    
    defaultproperties
    {
    
    }
    Save it and close. You do not need to touch this PlayerController Class at all to get the sounds working so just leave it.


    NOW! with all that set up go to your UDK Folder and open up "UDKGame" > "Config" and open up "DefaultEngine.ini". Under the section that says [UnrealEd.EditorEngine] place the following line of code at the very bottom of what is currently there:

    Code:
    +ModEditPackages=CUSTOMGAMENAMEHEREGame
    after the equal sign is the name of the folder that you put all of your classes into. Now save and close. Lastly, Delete "UDKEngine.ini" from the Config folder. When you open UDK after this, it will remake this file with your custom game added to it. BEFORE OPENING UDK, MOVE DOWN TO THE NEXT STEP TO FINISH YOUR CLASSES


    CODING THE FOOTSTEP SOUNDS!


    Ok. Your first step is to open up the CustomGame.UC file (your custom game info class that extends off of UTGame). Add to the default properties so the code will now look like this:

    Code:
    class CustomGame extends UDKGame;
    
    defaultproperties
    {
    
            PlayerControllerClass=class'CUSTOMGAMEPlayerController'
            DefaultPawnClass=class'CUSTOMGAMEPawn'
    
    }
    this code of course is referencing the player controller and pawn classes you made, setting up the ability to use your custom character. Now save and close out of this class and open up your CUSTOMGAMEPawn class. Add to the default properties so the code will look like this:

    Code:
    class CUSTOMGAMEPawn extends UTPawn;
    
    defaultproperties
    {
    
            SoundGroupClass=class'CUSTOMGAMESoundGroup'
    
    }
    after the equal sign is of course, the name of the custom sound group you made. Adding this allows you to now alter the footstep sounds.



    MAIN PART OF CODING - YOUR CUSTOM SOUNDGROUP CLASS

    BEFORE CONTINUING: I suggest UDK be opened for this part because you may need to use the Content Browser. When you open it, it should say the scripts are outdated. Simply hit yes allow the scripts to update.


    Now open up your CUSTOMGAMESoundGroup Class. Copy the codes from the default properties section in the below example and paste them into the default properties of your CUSTOMGAMESoundGroup so it will look like this:



    Code:
    Class CUSTOMGAMESoundGroup extends UTPawnSoundGroup;
    
    defaultproperties
    {
    
    
    	DefaultJumpingSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue'
    
    	FootstepSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneCue')
    	FootstepSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtCue')
    	FootstepSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyCue')
    	FootstepSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshCue')
    	FootstepSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageCue')
    	FootstepSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateCue')
    	FootstepSounds[6]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepCue')
    	FootstepSounds[7]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowCue')
    	FootstepSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalCue')
    	FootstepSounds[9]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowCue')
    	FootstepSounds[10]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodCue')
    
    
    	JumpingSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneJumpCue')
    	JumpingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtJumpCue')
    	JumpingSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyJumpCue')
    	JumpingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshJumpCue')
    	JumpingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageJumpCue')
    	JumpingSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateJumpCue')
    	JumpingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenJumpCue')
    	JumpingSounds[7]=(MaterialType=Grass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassJumpCue')
    	JumpingSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue')
    	JumpingSounds[9]=(MaterialType=Mud,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudJumpCue')
    	JumpingSounds[10]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalJumpCue')
    	JumpingSounds[11]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowJumpCue')
    	JumpingSounds[12]=(MaterialType=Tile,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileJumpCue')
    	JumpingSounds[13]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepJumpCue')
    	JumpingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowJumpCue')
    	JumpingSounds[15]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodJumpCue')
    
    	DefaultLandingSound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue'
    	LandingSounds[0]=(MaterialType=Stone,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_StoneLandCue')
    	LandingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_DirtLandCue')
    	LandingSounds[2]=(MaterialType=Energy,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_EnergyLandCue')
    	LandingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FleshLandCue')
    	LandingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_FoliageLandCue')
    	LandingSounds[5]=(MaterialType=Glass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassPlateLandCue')
    	LandingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GlassBrokenLandCue')
    	LandingSounds[7]=(MaterialType=Grass,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_GrassLandCue')
    	LandingSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue')
    	LandingSounds[9]=(MaterialType=Mud,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MudLandCue')
    	LandingSounds[10]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalLandCue')
    	LandingSounds[11]=(MaterialType=Snow,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_SnowLandCue')
    	LandingSounds[12]=(MaterialType=Tile,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_TileLandCue')
    	LandingSounds[13]=(MaterialType=Water,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterDeepLandCue')
    	LandingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WaterShallowLandCue')
    	LandingSounds[15]=(MaterialType=Wood,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_WoodLandCue')
    
    }


    When you import footstep sounds into UDK and create a sound cue for them, you can do one of two things: Replace the sounds that are already in the game or add custom sounds.

    If you replace the sounds that are in the game, you simply go to the code in the default properties that is in your CUSTOMGAMESoundgroup class, look at the lines that start with "FootstepSounds" and pick a line that has a "MaterialType" in it that matches what you want to replace. So if you have custom footstep sounds for walking on a metal surface imported into UDK in a sound cue, go to the line below:

    Code:
    FootstepSounds[8]=(MaterialType=Metal,Sound=SoundCue'A_Character_Footsteps.FootSteps.A_Character_Footstep_MetalCue')
    in your soundgroup and change everything in between the apostrophes after "SoundCue" to the path of your sound cue. (The path can be found by hovering your mouse button over the soundcue in your content Browser. Type exactly what the path is follwed by a period and the name of your soundcue." That's it!






    Now, if you want to add your own Custom sounds without removing the default sounds, You first have to import your sound and make the sound cue for it. Now you have to right click in the Content Browser and pick "New Physical Material". In this Physical Material's properties, go to the very bottom and click the blue arrow on the right of "Physical Material Property" and click "UTPhysicalMaterialProperty". A section called "Material Type" should appear. This is where you put the type of material you want to have a specific footstep sound. Say for example you made footstep sounds for walking on something made of Rubber. you would put "Rubber" as the material type then close it. Navigate to the material that you would use on this rubber object, open it, and in the Physical Material properties on the bottom plug in the Physical Material you just created. Now you have to go back to the CUSTOMGAMESoundGroup class that you created and find the footstep sounds. Copy and paste the bottom part of the footsteps section that starts with "FootstepSounds[10].

    When you paste this in, the first thing you have to do is change that "[10]" to "[11]". This is the array number for the footstep sounds, and whenever a new one is added instead of replacing an existing one, this number must go up by 1 each time. Continuing with our example, the material type in this line should then be changed to "Rubber" (which, when you make your own, can be anything else you want) Then change the sound cue path the sound cue for your footsteps, save and close. Now all you need to do is close out of UDK, open it back up to rebuild the scripts. After all the scripts have updated, open UDK and load your map. Go to "View" > "World Properties" and expand the "Game Type" Tab. Change both drop down menus (Or one if you are on an older version of UDK) to the name of your custom game so it will use your custom Pawn and sounds. Add your materials with the custom Physcal Materials attached to something in the level and walk on it to test out your new footstep sounds!

    Comment


      #17
      It may be a bit wordy, but I like to describe step by step what to do when explaining stuff so there's no confusion.

      But if for some reason there is any confusion, let me know and I'll help you out. After weeks of frustration a while back I finally got the hang of custom footstep sounds and they've become second nature to me now haha. (I completely ditched using any of UDK's preinstalled footstep/jumping/landing sounds for my own.)

      Comment


        #18
        Thank you so much for the response! I'm in the middle of going through it step-by-step right now. I'll post my results.

        Many thanks!

        Comment


          #19
          Originally posted by Hitpawz View Post
          I'm having a major problem with this. It appears setting physical materials to call different footstep sounds only works on objects with perpoly collision set on them. This is really bad for objects using multiple materials on them.

          If I use the collision objects I exported with the asset (UCX, UBX, USP) then it sets one physical material to the entire object and ignores the material I'm on. If I have it per poly, it registers the material I'm standing on.

          So is it possible to have multiple physical materials present on objects with their own optimized collision meshes? How do we assign a physical material to specific Prim in the collision?

          If per poly is the only way physical materials will work, it's inherently set up to make sure our games run like **** and should be fixed. If I'm dumb, which is often the case, I apologize and appreciate pointers on how to set it up.
          Unfortunately, that's the only way to do what you're talking about as far as I know. If you use a UCX_ Collision that you modeled, there's no way for the engine to be able to tell what material you are on since you're standing on the collision box and not the actually polys. The only way around this is either like you said, turn on Per Poly Collision for objects with multiple materials or Split up the mesh into multiple objects that each have one specific material assigned to them.


          Honestly though, I can't really think of very many situations where you would need footstep sounds to change on objects unless you use more than one material on a lot of your meshes, which in itself is not good for performance. I feel that on the rare occasion that you would need to use per Poly collision to get multiple sounds on one mesh, it won't take a serious hit on your performance as long as you don't do it often.

          Comment


            #20
            And you don't need per poly collision on for an object if it will have only one Physical Material (AKA one sound) over the entire object. Just make sure to plug the Physical Material into which ever material you use on your object, or even in the Static Mesh editor.

            Comment


              #21
              I'm dying.



              Uninstalled UDK / Re-installed UDK
              Followed your instructions, word for word, line by line.
              I didn't bother creating new materials, I just created my own SoundCue and plugged it in for all the sounds. I made this really annoying door creaking sound and used that for every sound so I would know for sure if it worked.

              Well, it didn't... I even extended UTPawnSoundGroup_Liandri and replaced all of those sounds as well. SOoo. I'm about to give up all worldly possessions and just go wander around in the desert... I mean really, I feel like I'm working for the Pentagon trying to crack some top-secret code.

              I really appreciate your tutorial though, it is by far the most extensive. I'd like to know if other people can get this working... maybe it IS just something extra weird on my system. Realistically though, I'm probably doing something wrong. I'll keep at it and post any new findings. Thanks!

              Comment


                #22
                Originally posted by BirthNight View Post
                Thank you so much for the response! I'm in the middle of going through it step-by-step right now. I'll post my results.

                Many thanks!
                Any luck?

                Also, I forgot to mention, the only thing the Sound cue class does when set to "character" (as far as I know) is allow the soundcue to be affected by a reverb volume. I think character friend would be fine for that.

                Comment


                  #23
                  Noooo don't give up. Can you copy paste the codes from all of your classes and post them or PM me? I'll help sort out the problem.

                  Comment


                    #24
                    Also, does the sound cue play fine when you double click it?

                    Comment


                      #25
                      TagGame.uc
                      Code:
                      class TagGame extends UTGame;
                      
                      DefaultProperties
                      {
                          PlayerControllerClass=class'TagPlayerController'
                          DefaultPawnClass=class'TagPawn'
                      }

                      TagPawn.uc
                      Code:
                      class TagPawn extends UTPawn;
                      
                      DefaultProperties
                      {
                      	SoundGroupClass=class'TagPawnSoundGroup'
                      }


                      TagPawnSoundGroup
                      Code:
                      class TagPawnSoundGroup extends UTPawnSoundGroup;
                      
                      DefaultProperties
                      {
                      	DrownSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	GaspSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      
                      	DefaultJumpingSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      
                      	FootstepSounds[0]=(MaterialType=Stone,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[1]=(MaterialType=Dirt,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[2]=(MaterialType=Energy,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[4]=(MaterialType=Foliage,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[5]=(MaterialType=Glass,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[6]=(MaterialType=Water,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[7]=(MaterialType=ShallowWater,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[8]=(MaterialType=Metal,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[9]=(MaterialType=Snow,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	FootstepSounds[10]=(MaterialType=Wood,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      
                      
                      	JumpingSounds[0]=(MaterialType=Stone,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[2]=(MaterialType=Energy,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[5]=(MaterialType=Glass,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[7]=(MaterialType=Grass,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[8]=(MaterialType=Metal,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[9]=(MaterialType=Mud,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[10]=(MaterialType=Metal,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[11]=(MaterialType=Snow,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[12]=(MaterialType=Tile,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[13]=(MaterialType=Water,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	JumpingSounds[15]=(MaterialType=Wood,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      
                      	DefaultLandingSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	LandingSounds[0]=(MaterialType=Stone,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[1]=(MaterialType=Dirt,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[2]=(MaterialType=Energy,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[3]=(MaterialType=Flesh_Human,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[4]=(MaterialType=Foliage,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[5]=(MaterialType=Glass,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[6]=(MaterialType=GlassBroken,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[7]=(MaterialType=Grass,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[8]=(MaterialType=Metal,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[9]=(MaterialType=Mud,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[10]=(MaterialType=Metal,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[11]=(MaterialType=Snow,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[12]=(MaterialType=Tile,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[13]=(MaterialType=Water,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[14]=(MaterialType=ShallowWater,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      	LandingSounds[15]=(MaterialType=Wood,Sound=SoundCue'TagSounds.TestSounds.door_creak01_Cue')
                      
                      	BulletImpactSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      }

                      TagPawnSoundGroup_Liandri
                      Code:
                      class TagPawnSoundGroup_Liandri extends UTPawnSoundGroup_Liandri;
                      
                      DefaultProperties
                      {
                      	DodgeSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	DoubleJumpSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	LandSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	DefaultFootStepSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	DyingSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	HitSounds[0]=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	HitSounds[1]=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	HitSounds[2]=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	FallingDamageLandSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	GibSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      
                      	CrushedSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	BodyExplosionSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      	InstaGibSound=SoundCue'TagSounds.TestSounds.door_creak01_Cue'
                      }


                      TagPlayerController
                      Code:
                      class TagPlayerController extends UTPlayerController;
                      
                      DefaultProperties
                      {
                      }

                      Comment


                        #26
                        Originally posted by JessieG View Post
                        Also, does the sound cue play fine when you double click it?
                        Yes sir

                        Comment


                          #27
                          A few things:

                          1) you can delete the Liandri class because I think that's for female characters (not 100 percent sure) but I never use it.

                          2) do you have all of these classes in the same folder, without any subfolders? Where is this folder and what does the defaultengine.ini look like after you edited it?

                          3) You made sure to switch to your custom game type in the world properties?

                          Comment


                            #28
                            And just to check, try changing your taggame.uc extend off of UDKGame instead of UTGame just to see if it will make a difference, then close out of UDK and reopen it to automatically build all the scripts (have to do that everytime a single change is made. No need to use the FrontEnd)

                            Comment


                              #29
                              1) Cool, deleted Liandri class

                              2) All classes are in the same folder which is: Development>Src>TagGame>Classes

                              I added the last line of the DefaultEngine.ini as follows:

                              [UnrealEd.EditorEngine]
                              +EditPackages=UTGame
                              +EditPackages=UTGameContent
                              +ModEditPackages=TagGame

                              3. Yup, when the editor loads, I immediately go to World Properties > Game Type > and switch the both the regular Game Mode and Pie Mode to "TagGame".

                              Comment


                                #30
                                OH! you know what, I'm wondering if it's your default properties. I'm wondering the words "defaultproperties" are case sensitive. Try changing it to all lower case in every one of your custom classes.

                                Comment

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