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Full Version: How to stop grunt music?
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Hi.
I have some ambient music playing and there's a grunt encounter a bit into the map and I don't want the grunt music to play.


void sanityscript1(string &in asParent, string &in asChild, int alState)

{
SetPlayerSanity(35);
PlayMusic("29_amb.ogg", true, 2, 2, 0, true);
}



void wakeuptextscript1(string &in asParent, string &in asChild, int alState)

{
SetMessage("Messages", "wakeuptext1", 5.5f);
StopMusic(5, 0);
}

Thanks in advance.
As far as I you, you can only gain access to enemie's music/sounds via modeleditor.

Open modeleditor, open up the enemy.ent you want to edit, then something in the menubar (options, variables or something similar). There you can change all enemyrelevant variables, for example the music that's played when it appears. Don't forget to save as new file or you will overwrite the default enemy.
Didn't work, the music still plays.
I removed all the sound/music files from the variables menu or whatever, saved it as a new model and replaced the old grunt model with the new grunt model. No luck.
Hm, it should work, i just tried it and it did.

You removed every sound and used the new entity in your map?
Yes, it still plays the music.
You are talking about the grunt's music aren't you?^^
But sry, then I don't know.
Change in .ent file:

<Var Name="DangerMusic" Value="[blank]" />

<Var Name="SearchMusic" Value="[blank]" />

<Var Name="AttackMusic" Value="[blank]" />

Rename your new .ent file for example "no_music_grunt" or something similar.

[blank] = NO TEXT IN HERE
Still doesn't get rid of the music.
Any ideas?
Play some other music before the grunt appears! It works for me. Just put the priority to 10.
No luck.

PlayMusic("29_amb.ogg", true, 2, 2, 10, true);


The grunt music still plays with the ambient music.
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