Quantcast
Viewing latest article 4
Browse Latest Browse All 22

'System.Type' Error, with FootStep Script.

Ok i found this script while searching, it's excatly what i need but i have an issue with it. I created each "Tag" already and marked the aproperate Objects with said tags. And i made the Sound file for each defenition in the script, but it comes up with this error on lines 43,56,69, 83.> PlayerFootSteps.js(43,24): BCE0048: Type 'System.Type' does not support slicing. Here is the script, what do i need to change/update to remove that error? //Credit it TMR for script var delayBeforeSteps : float = 0.20; var delayBetweenSteps: float = 0.45; var audioStepLength : float = 0.60; var groundType : int; var isPlayerWalking : float = 0.0; //Sound Files var stepSand = AudioClip; var stepCarpet = AudioClip; var stepGround = AudioClip; var stepWood = AudioClip; var stepStone = AudioClip; var stepWater = AudioClip; var stepFall = AudioClip; var footAudioRandomness = 0.1; var soundEffectPitchRandomness = 0.05; function Update() { //Check to see if the player is walking by checking for input from the walking keys if(Input.GetButton("Horizontal") || Input.GetButton("Vertical")) { //if those keys are pressed, the player must be walking... isPlayerWalking += Time.deltaTime; } else { //if those keys aren't pressed, the player can't be walking..... isPlayerWalking = 0; } } function Start() { var aSources = GetComponents(AudioSource); footSource1 = aSources[0]; while(true) { if (isPlayerWalking >= 0.20 && groundType == 1) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepSand[Random.Range(0, stepSand.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else if ( isPlayerWalking >= 0.20 && groundType == 2) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepWood[Random.Range(0, stepWood.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else if ( isPlayerWalking >= 0.20 && groundType == 3) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepStone[Random.Range(0, stepStone.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else if (isPlayerWalking >= 0.20 && groundType == 4) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepGround[Random.Range(0, stepGround.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else if ( isPlayerWalking >= 0.20 && groundType == 5) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepCarpet[Random.Range(0, stepCarpet.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else if ( isPlayerWalking >= 0.20 && groundType == 6) { yield WaitForSeconds(delayBeforeSteps); footSource1.clip = stepWater[Random.Range(0, stepWater.length)]; footSource1.volume = Random.Range(0.4 - footAudioRandomness, 0.4 + footAudioRandomness); footSource1.pitch = Random.Range(1.0 - soundEffectPitchRandomness, 1.0 + soundEffectPitchRandomness); footSource1.Play(); if(isPlayerWalking == 0) { yield; } } else { yield; } } } function OnControllerColliderHit (hit : ControllerColliderHit) { if (hit.gameObject.tag == "sandFloor") { groundType = 1; print("Sand"); } else if (hit.gameObject.tag == "woodFloor") { groundType = 2; print("Wood"); } else if (hit.gameObject.tag == "stoneFloor") { groundType = 3; print("Stone"); } else if (hit.gameObject.tag == "groundFloor") { groundType = 4; print("Ground"); } else if (hit.gameObject.tag == "carpetFloor") { groundType = 5; print("Carpet"); } else if (hit.gameObject.tag == "waterFloor") { groundType = 6; print("Water"); } } Update: If you get pissed about the tags i tried to make it about this posrt but it kept telling me (you must have at least 50 reputation to create) Compile, Error, Question...............

Viewing latest article 4
Browse Latest Browse All 22

Trending Articles