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Randomising sound shaders


teh_saccade

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Hello,

Considering the open-world / free-roam mission design, there are a few areas where I would like to one of a set of different sounds played.

eg, player steps through sewers, player voice, "why do I always take the sewers?" or "stinks..." or "I hate this route".

So as to avoid too much feeling of repetition in having to re-travel a path due to a new objective (from job board, consequence or whatever) and add interest and character - I've read the other threads regarding scripts for randomised conversations (in which we also discussed methods for T2 "ping" in TDM for motion detector, etc...), so I guess this might be a similar thing to the random chatter/bark thing, but location bound...

Same goes for eg, a sign blowing in the wind. If the first time a player passes, it has one kind of squeak, the 2nd time they enter the radius, perhaps another sound might be played - plucked from a set of several creaky signs that I have sampled and prepared.

Is there a way to do this without calling a script - I cannot find a simple spawnarg for a trigger that will pluck random shader.

Just wondering if there is an easier way of doing it than having to pack even more scripts and wiring to achieve something.

------

Still reeling over having to rebuild so much due to the movers no damage issue, so have a lot to catch up on - trying to minimise and get back on schedule...
(I'm never going to let that one go).

If it requires too much scripting, I may leave it out for now and continue rebuilding the consequence sections that no longer function (due to the movers no damage thing, that I will never let go)..

Better to have the place finished before adding finishing touches like this, but am becoming aware of size of mission.
Been considering releasing as difficulty replay for different sections, rather than simply make trilogy of missions in series with pointless difficulties (does not fit with free-roam. Better to allow player to meta-game restrictions or add optional objectives for "not kill", "not cause alarm", etc...)

------

Thanks in advance.

Edited by teh_saccade
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make a darkmod/sound/tehsaccade_voices.sndshd

 

 

random_sewer_sounds
{
editor_displayFolder tehsaccade_sounds

sound/voices/player_comment_1.ogg
sound/voices/player_comment_2.ogg

sound/voices/player_comment_3.ogg
sound/voices/player_comment_4.ogg

sound/voices/your_custom_sewer_sound_1.ogg
sound/voices/your_custom_sewer_sound_2.ogg

sound/voices/your_custom_sewer_sound_3.ogg
sound/voices/your_custom_sewer_sound_4.ogg

sound/ambient/environmental/any_tdm_sound_1.ogg

sound/ambient/environmental/any_tdm_sound_2.ogg

sound/ambient/environmental/any_tdm_sound_3.ogg
sound/ambient/environmental/any_tdm_sound_4.ogg

}

 

Add your sound files to

darkmod/sound/voices/

or unpack tdm archives to find location of existing .ogg files

(darkmod\tdm_sound_ambient01\sound\ambient\environmental)

 

 

One of listed sounds will be randomly picked every time speaker is triggered. If you want "looping", add to speaker

"wait" "15"

"random" "10"

Edited by ERH+
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