//STEP TYPES // Try not to remove the default types. // If you're not going to use a sound for a step type, use "ambience/_comma.wav" // START OF DEFAULT TYPES // default step sound //Syntax is not that complex, but the order is important. //Syntax: //"STEP_CATEGORYNAME" //{ // true/false | Should Skip Sound? // // #liquid | Optional Special Flags for Some hardcoded things. // // $walkingVolume = 0-1 | Walking Sound volume // $normalVolume = 0-1 | Sound volume // $walkingStepTime = MS | Next Walking Footstep time in MS // $normalStepTime = 0-1 | Next Normal Footstep time in MS // $crouchMultiplier = FLOAT | Crouch Volume Multiplier (finalVolume * $crouchMultiplier) // // "soundirectory/soundfile.wav" | A sound file // "soundirectory/anothasound.wav" | Another sound file // "ambience/gaybar.wav" | You can add much sounds. But I suggest using reasonable amount since precache limit is a bit short 4- ugh //} "STEP_CONCRETE" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_step1.wav" "player/pl_step2.wav" "player/pl_step3.wav" "player/pl_step4.wav" } // metal floor "STEP_METAL" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_metal1.wav" "player/pl_metal2.wav" "player/pl_metal3.wav" "player/pl_metal4.wav" } // dirt, sand, rock "STEP_DIRT" { false $walkingVolume = 0.25 $normalVolume = 0.55 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_dirt1.wav" "player/pl_dirt2.wav" "player/pl_dirt3.wav" "player/pl_dirt4.wav" } // ventillation duct "STEP_VENT" { false $walkingVolume = 0.4 $normalVolume = 0.7 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_duct1.wav" "player/pl_duct2.wav" "player/pl_duct3.wav" "player/pl_duct4.wav" } // metal grating "STEP_GRATE" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_grate1.wav" "player/pl_grate2.wav" "player/pl_grate3.wav" "player/pl_grate4.wav" } // floor tiles "STEP_TILE" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_tile1.wav" "player/pl_tile2.wav" "player/pl_tile3.wav" "player/pl_tile4.wav" "player/pl_tile5.wav" } // shallow liquid puddle "STEP_SLOSH" { false #liquidfeet $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_slosh1.wav" "player/pl_slosh2.wav" "player/pl_slosh3.wav" "player/pl_slosh4.wav" } // wading in liquid "STEP_WADE" { true #liquidknee $walkingVolume = 0.65 $normalVolume = 0.65 $walkingStepTime = 600 $normalStepTime = 600 $crouchMultiplier = 0.35 "player/pl_wade1.wav" "player/pl_wade2.wav" "player/pl_wade3.wav" "player/pl_wade4.wav" } // climbing ladder "STEP_LADDER" { false #ladder $walkingVolume = 0.35 $normalVolume = 0.35 $walkingStepTime = 350 $normalStepTime = 350 $crouchMultiplier = 0.35 "player/pl_ladder1.wav" "player/pl_ladder2.wav" "player/pl_ladder3.wav" "player/pl_ladder4.wav" } // Flesh "STEP_FLESH" { false #flesh $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_step1.wav" "player/pl_step2.wav" "player/pl_step3.wav" "player/pl_step4.wav" } // END OF DEFAULT TYPES // Snow "STEP_SNOW" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "player/pl_snow1.wav" "player/pl_snow2.wav" "player/pl_snow3.wav" "player/pl_snow4.wav" "player/pl_snow5.wav" "player/pl_snow6.wav" } //Glass "STEP_GLASS" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "debris/glass1.wav" "player/glass2.wav" "player/glass3.wav" } // "Houndeye" Step sound. Just for showcase "STEP_HOUNDEYE" { false $walkingVolume = 0.2 $normalVolume = 0.5 $walkingStepTime = 400 $normalStepTime = 300 $crouchMultiplier = 0.35 "houndeye/he_pain1.wav" "houndeye/he_pain2.wav" "houndeye/he_pain3.wav" "houndeye/he_pain4.wav" "houndeye/he_pain5.wav" }