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Wet Footprints Script

PostPosted: Sun Apr 19, 2009 1:51 pm
by Race
Hi all, could someone please post the script I need in order to have footsteps appear after coming out of the water, and is the script standalone or does it have to be integrated into the waveset script? Thanks!

Re: Wet Footprints Script

PostPosted: Sun Apr 19, 2009 3:08 pm
by ardent red
The code you need:
Code: Select all
<object name>:
    logic:
        actions:
          - type: footmgr
            footmgr:
                matpreshade: <material ref>
                matrtshade: <material ref>
                lifespan: 20
                targets:
                  - <object name>
                  - <object name>


It is separate to your waveset code. The script was taken from Andy's tutorial, here.

Re: Wet Footprints Script

PostPosted: Sun Apr 19, 2009 3:24 pm
by Race
Thanks ardent, but what I am looking for is the script that only creates footsteps for a short time when you run through a puddle or leave the water, like Eder Gira and Ahnonay. Do you know that script perhaps? Thanks for replying quickly anyway, ;)

Re: Wet Footprints Script

PostPosted: Sun Apr 19, 2009 8:57 pm
by Lontahv
I think this is what you want: http://guildofwriters.com/wiki/Footstep ... r_surfaces

What you use to get the "stepped in a wet puddle" effect is to use the puddle surface object for activating a reffed footmgr. In the footmgr you have to set the param "waitonenable" to 1 so that the footprints aren't always-on. Then, the footmgr will wait for a call from the activator.

In the body of the tutorial the "waitonenable" param is mentioned but it didn't get into the list of params. I just fixed it to show it in the list of footmgr params.


I highly recommend you read this tutorial since it's more complete than Andy's.

Re: Wet Footprints Script

PostPosted: Mon Apr 20, 2009 7:00 am
by Race
Nadnerb also gave me a hand, my new problem is I am seeing the footprints on the mesh just as I get to the water, so apparently my mesh is too low or something, I was thinking about deleting parts of the waveset underneath the areas that are affected, by doing so will I mess up the entire waveset?