| 
		
	
		| Prelauncher   Senior Member
 
 Posts: 451
 Threads: 11
 Joined: May 2011
 Reputation: 
13
 | 
			| 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.)
 |  |  
	| 10-04-2011, 09:52 PM |  |  
	
		| Tiiwh   Junior Member
 
 Posts: 47
 Threads: 6
 Joined: Nov 2011
 Reputation: 
1
 | 
			| 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!   
 |  |  
	| 11-13-2011, 02:46 PM |  |  
	
		| TheDavenia   Member
 
 Posts: 223
 Threads: 38
 Joined: Jun 2011
 Reputation: 
0
 | 
			| 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)
 |  |  
	| 11-13-2011, 03:29 PM |  |  
	
		| Tiiwh   Junior Member
 
 Posts: 47
 Threads: 6
 Joined: Nov 2011
 Reputation: 
1
 | 
			| 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
 |  |  
	| 11-13-2011, 04:52 PM |  |  
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| 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.)
 |  |  
	| 11-13-2011, 05:14 PM |  |  
	
		| TheDavenia   Member
 
 Posts: 223
 Threads: 38
 Joined: Jun 2011
 Reputation: 
0
 | 
			| 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! xDYou 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: (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
 
 //_______________
 
 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)
 |  |  
	| 11-13-2011, 05:32 PM |  |  
	
		| GreyFox   Member
 
 Posts: 162
 Threads: 23
 Joined: Jul 2011
 Reputation: 
2
 | 
			| 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 |  |  
	| 11-13-2011, 05:39 PM |  |  
	
		| Statyk   Schrödinger's Mod
 
 Posts: 4,390
 Threads: 72
 Joined: Sep 2011
 Reputation: 
241
 | 
			| 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.)
 |  |  
	| 11-13-2011, 05:44 PM |  |  
	
		| Krymtel   Member
 
 Posts: 105
 Threads: 9
 Joined: Oct 2011
 Reputation: 
3
 | 
			| 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? 
			 
 |  |  
	| 11-22-2011, 08:38 PM |  |  
	
		| GreyFox   Member
 
 Posts: 162
 Threads: 23
 Joined: Jul 2011
 Reputation: 
2
 | 
			| 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 |  |  
	| 11-22-2011, 09:25 PM |  |  |