Frictional Games Forum (read-only)
Annoying Credits Problem - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html)
+---- Thread: Annoying Credits Problem (/thread-21703.html)



Annoying Credits Problem - phatdoggi - 06-02-2013

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!


RE: Annoying Credits Problem - PutraenusAlivius - 06-03-2013

Sorry, but that always happens. It seems like a bug. This bug also appeared on Library of Alexandria by Acies.


RE: Annoying Credits Problem - Daemian - 06-03-2013

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.




RE: Annoying Credits Problem - FlawlessHappiness - 06-03-2013

SetEntityActive("Monster", false);

Use that when you call the credits... It shouldn't be harder


RE: Annoying Credits Problem - phatdoggi - 06-03-2013

(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