What steps will reproduce the problem?
1. Download debug files from
http://dl.dropbox.com/u/8874616/0_debug_DAI_Footfall.rar
merge and load 0_debug_DAI_footfall.fpm
2. Observe two AI characters. Both use the same FPE which has been modified
with the footfall settings to REMOVE footfall sound-
;footfallinfo (optional)
footfallmax = 1
footfall0 = 9999
3. Note that the AI following waypoint correctly makes no sound as he
ping-pongs waypoints. Now go and recruit the Dark AI character by pressing "G"
and note that when he moves, footfalls can be heard.
What is the expected output? What do you see instead?
Neither character should make footfall sounds. The DAI character is ignoring
FPE settings and creating footfall sounds. The non-DAI character is fine.
What version of the product are you using? On what operating system?
v1.19 beta4 (unoficial) Win7 SP1
Please provide any additional information below.
Debug archive uploaded to:
http://dl.dropbox.com/u/8874616/0_debug_DAI_Footfall.rar
This is not a new problem. I think it's been happening since the introduction
of Dark AI. If there is some reason that the footfalls are hardcoded or
something, it would be good to have the ability to disable that via script.
Original issue reported on code.google.com by cotton.j...@gmail.com on 5 Dec 2011 at 11:05
Original issue reported on code.google.com by
cotton.j...@gmail.com
on 5 Dec 2011 at 11:05