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Tutorial for PPM body sounds Version 1.0
Made by Xenomorph 

Now, there is a way to get body sounds without making a separate .uax file, but it gets more complicated that way, so I'll just explain how to do it with a .uax file. First off, you need all the sounds you want in a .uax file, and make sure both the .uax file and the sound names are not used anywhere else in the game, and try to make sure they are not sounds used by any map/mod already out there. Let's say that you put all the sounds into the file ManSounds.uax

Next, you have to open up your ppm's .uc files. Let's say your model is man. Open up (in the scripts browser) the man.uc and manbot.uc files.  Then add this just under the class name:

#exec OBJ LOAD FILE=..\Sounds\ManSounds.uax PACKAGE=ManSounds

Then go down to where you see "defaultproperties." Under it are the skin and sound properties of the model, along with the carcass type (useful if you want to make your own dead body animation/model), the default voice pack the model will use, the model's speed, time underwater, jump height, buoyancy and all kinds of other cool stuff.

The sounds that the bot can be given include these:

     Deaths(0)=Sound' '

     Deaths(1)=Sound' '

     Deaths(2)=Sound' '

     Deaths(3)=Sound' '

     Deaths(4)=Sound' '

     Deaths(5)=Sound' '

     Die2=Sound' '

     Die3=Sound' '

     Die4=Sound' '

     GaspSound=Sound' '

     drown=Sound' '

     breathagain=Sound' '

     Footstep1=Sound' '

     Footstep2=Sound' '

     Footstep3=Sound' '

     HitSound3=Sound' '

     HitSound4=Sound' '

     UWHit1=Sound' '

     UWHit2=Sound' '

     LandGrunt=Sound' '

     JumpSound=Sound' '

     HitSound1=Sound' '

     HitSound2=Sound' '

     Land=Sound' '

     Die=Sound' '

     WaterStep=Sound ''

The hit sounds go in order of how badly damaged a player is. Example: at about 100% life, the HitSound1 would be use. When you are almost dead, HitSound4 would be used. Within the ' ' you put the pathname of the sound. For example, let's say that you have the jump sound in the file ManSounds.uax in the group (All) and under the name Jump2. The sound extension would look like this for it:

     JumpSound=Sound'ManSounds.(All).Jump2'

 

Next, you have to set up the .umod so that in the Manifist.ini under the rest of your model's entries, you add these:

File=Sound\ManSounds.uax

and

File:Sounds\ManSounds.uax=1

 

Once you have finished editing, simply save the .uc files and load them into your custom model. Have fun!

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