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How do i disable monster noises when monsters become active
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TimmayIsHawt Offline
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Post: #1
Tongue 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 Big Grin
07-24-2011 03:05 AM
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DamnNoHtml Offline
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Posts: 386
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Post: #2
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.

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07-24-2011 04:07 AM
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TimmayIsHawt Offline
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Post: #3
RE: How do i disable monster noises when monsters become active
Is it possible to remove the sound for only 1 specific grunt?
07-24-2011 04:50 AM
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GraphicsKid Offline
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Post: #4
RE: How do i disable monster noises when monsters become active
Just make that grunt one of the modified ones.
07-24-2011 06:07 AM
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TimmayIsHawt Offline
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Post: #5
RE: How do i disable monster noises when monsters become active
kk thanks guys it worked Smile
07-24-2011 07:40 AM
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ingedoom Offline
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Post: #6
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 Offline
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Post: #7
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.

05-20-2012 04:21 PM
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Acies Offline
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Post: #8
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!

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05-20-2012 04:25 PM
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