TimmayIsHawt
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How do i disable monster noises when monsters become active
Yeah, the title explains most of it. What i want is for the monster to spawn once i go into a trigger, but make no noise indicating it's there. I still want the music to play, just not the grunt noise it makes when it spawns. Help is much appreciated
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07-24-2011, 03:05 AM |
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DamnNoHtml
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RE: How do i disable monster noises when monsters become active
Open the servant_grunt.ent in the Model Editor, go to View and User Defined Variables. There you can see all of the sounds that play for the Grunt. Just remove the "activated" sound and save it as servant_grunt_new.ent (or whatever). Then, in the Level Editor, add servant_grunt_new.ent to your level.
Creator of Wake, Through the Portal, Insomnia, and Cycles What to do with HPL3....
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07-24-2011, 04:07 AM |
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TimmayIsHawt
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RE: How do i disable monster noises when monsters become active
Is it possible to remove the sound for only 1 specific grunt?
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07-24-2011, 04:50 AM |
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GraphicsKid
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RE: How do i disable monster noises when monsters become active
Just make that grunt one of the modified ones.
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07-24-2011, 06:07 AM |
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TimmayIsHawt
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RE: How do i disable monster noises when monsters become active
kk thanks guys it worked
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07-24-2011, 07:40 AM |
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ingedoom
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RE: How do i disable monster noises when monsters become active
(07-24-2011, 04:07 AM)DamnNoHtml Wrote: Open the servant_grunt.ent in the Model Editor, go to View and User Defined Variables. There you can see all of the sounds that play for the Grunt. Just remove the "activated" sound and save it as servant_grunt_new.ent (or whatever). Then, in the Level Editor, add servant_grunt_new.ent to your level. Won't this cause problems if your intention is to share your CS, and if not, why not? Don't you have to add the new .ent file to your CS folder or something?
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05-20-2012, 04:19 PM |
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Statyk
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RE: How do i disable monster noises when monsters become active
(05-20-2012, 04:19 PM)pingo2 Wrote: Won't this cause problems if your intention is to share your CS, and if not, why not? Don't you have to add the new .ent file to your CS folder or something? This thread was over with 10 months ago.
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05-20-2012, 04:21 PM |
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Acies
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RE: How do i disable monster noises when monsters become active
(05-20-2012, 04:19 PM)pingo2 Wrote: (07-24-2011, 04:07 AM)DamnNoHtml Wrote: Open the servant_grunt.ent in the Model Editor, go to View and User Defined Variables. There you can see all of the sounds that play for the Grunt. Just remove the "activated" sound and save it as servant_grunt_new.ent (or whatever). Then, in the Level Editor, add servant_grunt_new.ent to your level.
Won't this cause problems if your intention is to share your CS, and if not, why not? Don't you have to add the new .ent file to your CS folder or something? Yes you do :> Just the newgrunt.ent.
(05-20-2012, 04:21 PM)Statyk Wrote: (05-20-2012, 04:19 PM)pingo2 Wrote: Won't this cause problems if your intention is to share your CS, and if not, why not? Don't you have to add the new .ent file to your CS folder or something?
This thread was over with 10 months ago. Ahem, what you meant to say: How nice of you to use the search function!
ジ
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05-20-2012, 04:25 PM |
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