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Full Version: Annoying Credits Problem
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You know when you start rolling credits after seeing a monster, like a scare cliffhanger, and throughout the entire credits screen you get that terror sound that's super loud? I want to fade that out, and play a song of my own (credits.ogg) which works fine, except for the fact that the terror sound won't fade out. It's getting really annoying...

Here's my ending function:
Code:
void end(string &in asEntity)
{
    SetEntityActive("lastBrute", false);
    FadeGlobalSoundVolume(0, 0.5);
    SetPlayerActive(false);
    FadeOut(1);
    PlaySoundAtEntity("", "door_large_castle_open.ogg", "Player", 0, false);
    StartCredits("credits.ogg", false, "CustomStoryMain", "Credits", 3);
}

Any help is appreciated. Thanks!
Sorry, but that always happens. It seems like a bug. This bug also appeared on Library of Alexandria by Acies.
Try any of these functions to stop the terror noise:

SetEnemyDisableTriggers
SetEnemyIsHallucination


If making the grunt passive won't stop the noise, maybe it will when he comes to attack you and disappears.

Or teleport the player away from the grunt.
And make it timed after the fade out, so player won't notice it.

SetEntityActive("Monster", false);

Use that when you call the credits... It shouldn't be harder
(06-03-2013, 07:07 AM)Amn Wrote: [ -> ]Or teleport the player away from the grunt.

Aha! Teleport to new map, stops noise and works fine! Thanks for the help Big Grin