Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Disabling 'dan_grunt.ogg' in an encounter?
Nye Offline
Senior Member

Posts: 250
Threads: 8
Joined: Jan 2011
Reputation: 2
#1
Disabling 'dan_grunt.ogg' in an encounter?

As the title says, I have tried so many things. How can I use different music and not let the game default to the 'dan_grunt.ogg' track whenever a monster is nearby... ?

02-27-2011, 04:26 PM
Find
Pandemoneus Offline
Senior Member

Posts: 328
Threads: 2
Joined: Sep 2010
Reputation: 0
#2
RE: Disabling 'dan_grunt.ogg' in an encounter?

You would have to include a custom servant_grunt.ent (found in entities\enemy\servant_grunt\) and edit the line
<Var Name="DangerMusic" Value="dan_grunt.ogg" />

02-27-2011, 05:52 PM
Find
Nye Offline
Senior Member

Posts: 250
Threads: 8
Joined: Jan 2011
Reputation: 2
#3
RE: Disabling 'dan_grunt.ogg' in an encounter?

(02-27-2011, 05:52 PM)Pandemoneus Wrote: You would have to include a custom servant_grunt.ent (found in entities\enemy\servant_grunt\) and edit the line
<Var Name="DangerMusic" Value="dan_grunt.ogg" />

Thanks a lot Big Grin

02-27-2011, 07:15 PM
Find
GraphicsKid Offline
Senior Member

Posts: 258
Threads: 34
Joined: Dec 2010
Reputation: 3
#4
RE: Disabling 'dan_grunt.ogg' in an encounter?

I've done this in my map as well. Personally I think it's a lot scarier to hear footsteps splashing towards you from around a corner and not know what it is than to hear the music telling you it's something bad.
02-28-2011, 12:21 AM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#5
RE: Disabling 'dan_grunt.ogg' in an encounter?

So is there a way to disable this ui_terror_meter sound? It's really unnecessary in some points...

03-01-2011, 11:11 AM
Website Find




Users browsing this thread: 1 Guest(s)