how do you activate the footprint script that was added in alpha 104 (not in beta, i know -- i'm just asking how to activate the script.
an answer would be apreciated
how do you activate the footprints in alpha 104?
Re: how do you activate the footprints in alpha 104?
Sorry for such a late reply, lol. Finally looked into it myself.
Open Data/Scripts/aschar.as, find all instances of MaterialDecalAtBone, and uncomment them (remove the // at the beginning of those lines). There should be 4 of them.
Some of those four might work better than others. I haven't tried them all out and figured out what they each do. I did notice that when I comment out all four that my running footprints look fine, but when I am scooting around that I leave weird multi-skid marks on the ground. You might want to experiment with only uncommenting some of them.
Alternately, you could try uncommenting the AddDecalAtBone lines (one is commented with // at the beginning of the line, the other surrounded with /* */ style comments). That will make nice squishy red bloody meat footprints. You can also uncomment the PlaySoundGroup("Data/Sounds/footstep_mud.xml" if you want to hear squishy sounds.
Open Data/Scripts/aschar.as, find all instances of MaterialDecalAtBone, and uncomment them (remove the // at the beginning of those lines). There should be 4 of them.
Some of those four might work better than others. I haven't tried them all out and figured out what they each do. I did notice that when I comment out all four that my running footprints look fine, but when I am scooting around that I leave weird multi-skid marks on the ground. You might want to experiment with only uncommenting some of them.
Alternately, you could try uncommenting the AddDecalAtBone lines (one is commented with // at the beginning of the line, the other surrounded with /* */ style comments). That will make nice squishy red bloody meat footprints. You can also uncomment the PlaySoundGroup("Data/Sounds/footstep_mud.xml" if you want to hear squishy sounds.