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Enemy spawn noise
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Cgturner Offline
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Posts: 28
Joined: Sep 2010
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Post: #1
Enemy spawn noise

I'm not sure if this is discussed anywhere else, but I am looking for a way to get rid of the sound of the enemy appearing. For example, in my story, I want the enemy to exist from the beginning, BUT, I don't want it to make that wretched noise every time I start up the game.
09-21-2010 08:18 PM
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theDARKW0LF Offline
Member

Posts: 150
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Post: #2
RE: Enemy spawn noise

I would like to know the same thing for a section in my map.

Check out my custom stories(1)(2)!
09-21-2010 08:41 PM
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Pandemoneus Offline
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Posts: 328
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Post: #3
RE: Enemy spawn noise

I have no idea either, some things about monsters are automated, like the sound playing when they get active and the music change you can't do anything about. Tongue

09-21-2010 08:46 PM
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jens Offline
Frictional Games

Posts: 4,095
Joined: Apr 2006
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Post: #4
RE: Enemy spawn noise

Make a new entity file for the monster is an option, you can change a lot of things about them, like no start sound or no music. It's a text file so easy to edit
09-21-2010 09:24 PM
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Cgturner Offline
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Post: #5
RE: Enemy spawn noise

(09-21-2010 09:24 PM)jens Wrote:  Make a new entity file for the monster is an option, you can change a lot of things about them, like no start sound or no music. It's a text file so easy to edit

Works perfectly. Thanks! The .ent file is very easy to manipulate.
09-22-2010 06:01 AM
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Mina Darsh Offline
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Post: #6
RE: Enemy spawn noise

Seriously, Frictional is bloody brilliant for making so many files so customizable through the good ol' Notepad! Big Grin
09-22-2010 08:12 AM
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Stangi Offline
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Posts: 25
Joined: Oct 2010
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Post: #7
RE: Enemy spawn noise

Hi, I'm bringing up this thread again as I can't get it to work right. So, I have copied the servant_grunt folder, and put it in another enemy folder in another entities folder in my custom story folder in the custom_stories folder. If that made any sense Tongue
In the editor I placed a servant_grunt and changed the entity file to the one in my custom story folder. But whatever I change in the .ent file, it doesn't seem to make any difference Undecided

What exactly should I change in the .ent file for the enable sound and music to disappear? I have tried removing many of the lines, but the sounds still play.

Thanks
10-10-2010 03:32 PM
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Megadrixfire Offline
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Post: #8
RE: Enemy spawn noise

Can we replace the models for example:

The servant_grunt rename it to servant_brute and replace the servant_brute folder with it so when on the game if the brute was supposed to spawn, the grunt appears instead of the brute?

or backwards, rename servant_brute to servant_grunt and replace it with the servant_grunt folder so the grunt spawns as the brute.
10-10-2010 03:47 PM
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Stangi Offline
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Posts: 25
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Post: #9
RE: Enemy spawn noise

Quote:Hi, I'm bringing up this thread again as I can't get it to work right. So, I have copied the servant_grunt folder, and put it in another enemy folder in another entities folder in my custom story folder in the custom_stories folder. If that made any sense
In the editor I placed a servant_grunt and changed the entity file to the one in my custom story folder. But whatever I change in the .ent file, it doesn't seem to make any difference

What exactly should I change in the .ent file for the enable sound and music to disappear? I have tried removing many of the lines, but the sounds still play.

I found out that if I copied the servant_grunt folder, changed the names, and just let it stay in the original enemy folder, everything worked. But that wouldn't work if the story was to be shared on the internet. How can I have the enemy folder in my custom story folder and still make it work Huh
10-10-2010 10:08 PM
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