Prelauncher
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RE: How do I remove music from an enemy being around?
Socialism (noun): A great way to run out of other people's money.
(This post was last modified: 10-04-2011, 09:55 PM by Prelauncher.)
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10-04-2011, 09:52 PM |
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Tiiwh
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RE: How do I remove music from an enemy being around?
I basically have the same problem. So I hope this doesn't bother anyone that I'm asking this too.
I have my "main map" and my prison map, so I basically placed an enemy in the prison map, and when I enter it I hear the monster right away and the music for it starts, when he is not even close!
I tried to replace it in my main map hps. file, but I guess that doesn't work. Do I have to create a prison.hps file aswell? And when I'm using files such as ogg. to my music the game crashes, it can only handle music from the folder "sounds" in the Amnesia The Dark Descent folder.
Please help!
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11-13-2011, 02:46 PM |
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TheDavenia
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RE: How do I remove music from an enemy being around?
I've tried doing this before as well,
and what they told me is go into the monster files and delete the music :3
Current Project: Nightmare's End(Project Director, Scripter, boss >:D)
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11-13-2011, 03:29 PM |
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Tiiwh
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RE: How do I remove music from an enemy being around?
I don't want to delete the monsters entire music, I still want it to appear when you see a monster and they start running after you, with the drums and all that! I just don't want the enemies to talk and sound and the music starts when I enter the room when they are not even close! xD (11-13-2011, 03:29 PM)TheDavenia Wrote: I've tried doing this before as well,
and what they told me is go into the monster files and delete the music :3
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11-13-2011, 04:52 PM |
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Statyk
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RE: How do I remove music from an enemy being around?
(11-13-2011, 04:52 PM)Tiiwh Wrote: I don't want to delete the monsters entire music, I still want it to appear when you see a monster and they start running after you, with the drums and all that! I just don't want the enemies to talk and sound and the music starts when I enter the room when they are not even close! xD (11-13-2011, 03:29 PM)TheDavenia Wrote: I've tried doing this before as well,
and what they told me is go into the monster files and delete the music :3 You don't need to delete the music. just make a silent, looping .ogg, and have it ran through a script with a high priority. That's what I did and it worked like a charm. Do you need the silent .ogg? I uploaded an attachment if you need it. just put it in a "sounds" folder in your custom story's folder and have it ranthrough a script like this:
//_______________
PlayMusic("Silentmusic.ogg", true, 0.1f, 0.01f, 1000, true);
//_______________
That was actually copied from my campaign so if it doesn't work, you must have the file in the wrong folder.
(This post was last modified: 11-13-2011, 05:18 PM by Statyk.)
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11-13-2011, 05:14 PM |
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TheDavenia
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RE: How do I remove music from an enemy being around?
(11-13-2011, 05:14 PM)Statyk Wrote: (11-13-2011, 04:52 PM)Tiiwh Wrote: I don't want to delete the monsters entire music, I still want it to appear when you see a monster and they start running after you, with the drums and all that! I just don't want the enemies to talk and sound and the music starts when I enter the room when they are not even close! xD (11-13-2011, 03:29 PM)TheDavenia Wrote: I've tried doing this before as well,
and what they told me is go into the monster files and delete the music :3 You don't need to delete the music. just make a silent, looping .ogg, and have it ran through a script with a high priority. That's what I did and it worked like a charm. Do you need the silent .ogg? I uploaded an attachment if you need it. just put it in a "sounds" folder in your custom story's folder and have it ranthrough a script like this:
//_______________
PlayMusic("Silentmusic.ogg", true, 0.1f, 0.01f, 1000, true);
//_______________
That was actually copied from my campaign so if it doesn't work, you must have the file in the wrong folder. I don't need it right now but thanks anyways
Could you help me with something?
I want particle systems to activate when the player walks into an area... how do i do that...?
Current Project: Nightmare's End(Project Director, Scripter, boss >:D)
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11-13-2011, 05:32 PM |
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GreyFox
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RE: How do I remove music from an enemy being around?
you could go into the Model Editor and go to the settings for the entity and remove the Music and the save it as Grunt_NOMUSIC, or whatever, this is what I did.
-Grey Fox
Current Project
Forgotten
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11-13-2011, 05:39 PM |
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Statyk
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RE: How do I remove music from an enemy being around?
(11-13-2011, 05:32 PM)TheDavenia Wrote: I don't need it right now but thanks anyways
Could you help me with something?
I want particle systems to activate when the player walks into an area... how do i do that...? First, make two script areas. "Area1", the player will walk into to make the particle appear. "Area2", put where you want the particle system to occur.
Then, Script this, filling in capitalized parts with your info:
//_______________________________
void OnStart()
{
AddEntityCollideCallback("Player", "Area1", "Particle_func" true, 1);
}
void Particle_func(string &in asParent, string &in asChild, int alState)
{
CreateParticleSystemAtEntity("", "PARTICLESYSTEM.ps", "Area2", false);
}
//_______________________________
This should do it. I'm going paintballing now, so I wish you luck! =]
(This post was last modified: 11-13-2011, 05:46 PM by Statyk.)
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11-13-2011, 05:44 PM |
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Krymtel
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RE: How do I remove music from an enemy being around?
(11-13-2011, 05:39 PM)GreyFox Wrote: you could go into the Model Editor and go to the settings for the entity and remove the Music and the save it as Grunt_NOMUSIC, or whatever, this is what I did.
-Grey Fox Where do you save this file to?
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11-22-2011, 08:38 PM |
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GreyFox
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RE: How do I remove music from an enemy being around?
Save it where The Original grunt file is just with NOMUSIC/NoSound Or something of the sort?
-Grey Fox
Current Project
Forgotten
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11-22-2011, 09:25 PM |
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