Different Footstep Sounds/Hud for a class (darkrp)

I am working on a TDM server with a darkrp base
>The Combines should have a custom overlay, maybe one of the presets
but it should be ON whenever you are part of the combine, and not in another class

How can I change the screenoverlay for a team in darkrp basically?

>How can I change the footstep sounds of a team aswell?

Please help/

[editline]24th December 2016[/editline]

Bump still got no clue and garrysmod wiki isnt helping

bumpx2 I gave up trying someone help me :frowning:

GM:PlayerFootstep

There is an example on the page.

As for the overlay, just use:

GM:RenderScreenspaceEffects or

GM:HUDPaint

Depending on the type of effect you want to have.

Yes I know but how would I assemble it now,
I want to have few “darkrp jobs” to have different stepping sounds, what do I do?

Just do a bunch of checks.

I.E



function ChangeStepSound(ply, vec, foot, sound, vol)
    if (ply:Team() == TEAM_WHATEVER) then
	ply:EmitSound( "NPC_Hunter.Footstep" ) -- Custom sound
	return true -- Don't allow default footsteps
    end
    if (ply:Team() == TEAM_DIFFERENT) then
	ply:EmitSound( "CustomSound.mp3" ) -- Custom sound
	return true -- Don't allow default footsteps
    end
end
hook.Add("PlayerFootstep", "ChangeStepSounds", ChangeStepSound)


If I want to stack two sounds for one class would I put a “,” between the two sound file names?

Just add another ply:EmitSound()

Alright I will try, thanks alot fam

Please dont bump a post unless its been 24 hours OP.

I didnt stack yet however,
I can already guess that stacking will bring up not desired results

>Is there a way to have two sounds switch each time the other one has played?
>>Because the Combine Stepping Sounds have 2 different sounds and playing only one sounds odd

Just do



if (foot == 0) then
 --one sound
else
 --a different sound
end