Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Script request - Enchanged walk sounds.

Hionimi Engawa
Registered User
Join date: 17 Jun 2006
Posts: 14
07-26-2006 10:10
Hello, I dunno where to place script requests, if there is a place to post them.
So I'll do it here if thats ok.

Anyway, I was wondering if there is anyone interested to make a script
that replaces or adds walk/footstep sounds.

My character wears some armour and some equipment,
and it would be cool if it used the walk sounds from a game like F.E.A.R.
In f.e.a.r., when you walk you hear all the guns and equipment you carry shaking while walking,
which makes it kinda realistic.
Also there's a sound played when start walking and when stopping.
If these also can be scripted, that would be great.

I'll rip the sounds myself, oh, and give the used sounds in the script the names:
-"start" (start walking sound, without quotes.)
-"walk" (walking sound, without quotes.)
-"stop" (stop walking sound, without quotes.)
So it I can just rename the sound files, without the need to change the script.
Further requirements are that it needs to be copy, no transfer and no mod is ok.

And one more thing, it must work with walk and run in all directions. (including strafing.)

I'll be able to pay 750 in SL for it, contact me through IM when you're interested.
And or leave a message here, thx ^__^
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-26-2006 10:18
This should be posted in the classifieds forum.
Hionimi Engawa
Registered User
Join date: 17 Jun 2006
Posts: 14
07-26-2006 10:36
oh... =>.<= sorry, well, if any admins see this thread, can they please move it to the classifieds topic?
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
07-26-2006 11:12
I'll give you the short answer...

"Sure it can be done"

The longer answer...

Yes it is possible as there are already items (Slave Bells) that play sounds as people walk.
Keknehv Psaltery
Hacker
Join date: 11 Apr 2005
Posts: 1,185
07-26-2006 13:22
In particular, moving_start and moving_end would be worth looking into. If the sound starts looping with moving_start and ends looping with moving_end, the effect should be close to what you want.
Hionimi Engawa
Registered User
Join date: 17 Jun 2006
Posts: 14
07-26-2006 13:36
This is not really going to help since i can't script,
I'm just asking if someone would like to do that...
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-26-2006 19:22
<edited: this one didn't work as planned when tested ;) >
_____________________
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-26-2006 19:22
oh, and unlikely usually to get someone to do it for you in this forum ;) but I had time so no biggie :D
_____________________
Rodrick Harrington
Registered User
Join date: 9 Jul 2005
Posts: 150
07-26-2006 20:34
Tested in world and works fine :)

CODE
///////////////////////////////
// Edit the strings below to reflect your sound names.
// Make sure you load the sounds into the object
///////////////////////////////

string Start_Walk = "start";
string Stop_Walk = "stop";
string Walking = "walking";

string last_state = "";

key ownerkey;

default
{
state_entry()
{
llSetTimerEvent(0.5);
ownerkey = llGetOwner();
}

on_rez(integer start_param)
{
if (ownerkey != llGetOwner())
{
llResetScript();
}
}

timer()
{
string anim_state = llGetAnimation(ownerkey);
if (anim_state == "Walking" && last_state != anim_state) //started walking
{
llPlaySound(Start_Walk, 1.0); //play the sound for the start of the walk, comment out this and the llSleep if you do not have a start sound. The number at the end is the volume between 0.0 and 1.0 adjust accordingly
llSleep(0.05); //see above
llLoopSound(Walking, 1.0); //same volume info as above
}
else if (anim_state != "Walking" && last_state == "Walking") //stopped walking
{
llStopSound();
llPlaySound(Stop_Walk, 1.0); //same volume info as above, comment this out if you do not have a walk stopping sound
}
last_state = anim_state;
}
}
_____________________
Eyes Golding
TheRLMall @ Cristat
Join date: 29 Oct 2005
Posts: 25
07-26-2006 20:57
A related topic but with a twist....


I am looking for a script when someone walks on my floor they hear the same as if they were walking on tile or a hard wood floor. Hense the script is in the floor not worn.

(I've looked)

I have come across this before but can't remember where??? Does anyone have this script available for sale?

I've also seen when you walk across a floor it leaves your burning foot print and disolves after a few seconds... very cool!

Keep up the good work! -----------> I'll use it!
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
07-26-2006 21:21
You want a volume detect prim ontop of the floor, that plays the sound while there are continued collisions.
_____________________
Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Eyes Golding
TheRLMall @ Cristat
Join date: 29 Oct 2005
Posts: 25
07-26-2006 21:24
cool...

that gives me an idea... and a good direction I didn't think of.

Thanks!
Zazas Oz
Rufeena Fashion Designer
Join date: 22 Jan 2005
Posts: 517
07-11-2007 08:34
Can someone please tell me where I can buy a script that has the walk sound in it already that I can put into my shoes? Sounds like walking on a hard flloor when your walk. I have looked and can't find it but have seen/heard people with them in thier shoes. Thanks :)
Randy Negulesco
Registered User
Join date: 19 Feb 2007
Posts: 3
10-16-2007 10:12
Great script but i missing a menu to change Step Speed. How can i add a menu to chose a another walking sound in the Inventory? I search so long time for this. I want to pay for that;)
Sorry for my bad english.