is it possible to have silent characters?
is it possible to have silent characters?
hello! is there any way to make my party silent? am aware of if name a custom portrait like: "minotaur_male_01.tga", it will cause whichever character with that portrait to have a male minotaur voice, but, is there a way to make a character have no voice at all? thanks!
Re: is it possible to have silent characters?
No voice meaning no grunts and screams?
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--Mute Party
do
soundEffects = {
"party_move_overloaded",
"party_move_burdened",
"party_drown",
"party_water_exit_gasp",
"party_fall",
"party_land",
"party_crushed",
"power_attack_yell_human_male",
"power_attack_yell_human_female",
"power_attack_yell_minotaur_male",
"power_attack_yell_minotaur_female",
"power_attack_yell_lizardman_male",
"power_attack_yell_lizardman_female",
"power_attack_yell_insectoid_male",
"power_attack_yell_insectoid_female",
"power_attack_yell_ratling_male",
"power_attack_yell_ratling_female",
"damage_human_male",
"damage_human_female",
"damage_minotaur_male",
"damage_minotaur_female",
"damage_lizardman_male",
"damage_lizardman_female",
"damage_insectoid_male",
"damage_insectoid_female",
"damage_ratling_male",
"damage_ratling_female",
"ratling_happy",
"insectoid_happy",
"lizardman_happy",
"champion_die",
}
for x = 1, #soundEffects do
defineSound{
name = soundEffects[x],
filename = "assets/samples/interface/click_down_01.wav",
loop = false,
volume = 0,
}
end
end
Last edited by Isaac on Fri Oct 20, 2017 4:15 am, edited 1 time in total.
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Re: is it possible to have silent characters?
We're talking other than the obvious... turn down/mute the speakers, right?eggy wrote:hello! is there any way to make my party silent? am aware of if name a custom portrait like: "minotaur_male_01.tga", it will cause whichever character with that portrait to have a male minotaur voice, but, is there a way to make a character have no voice at all? thanks!
In the Options, you can MUTE Sound Effects. This will stop the character sounds (for example when they fall off a ledge). But this will also stop the sound effects (for example when you step on a floor, pull a level or chain, etc).
Define ... 'Lost.' Neverending Nights - The Neverwinter Machinima that WILL make you laugh!
Also read: Legend of Grimrock: Destiny's Chance here on the forum! Check out the site I made for Legend of Grimrock: Destiny's Chance.
Also read: Legend of Grimrock: Destiny's Chance here on the forum! Check out the site I made for Legend of Grimrock: Destiny's Chance.
Re: is it possible to have silent characters?
yes. just the voices the party makes.Isaac wrote:No voice meaning no grunts and screams?
that looks like it will do. does it go in the config file that is in the almost human folder?
Re: is it possible to have silent characters?
It can go anywhere in the init.lua file that is after the #import of sounds.lua; or it can be in any of the other lua files in the mod's scripts folder—except dungeon.lua.eggy wrote:yes. just the voices the party makes.Isaac wrote:No voice meaning no grunts and screams?
that looks like it will do. does it go in the config file that is in the almost human folder?
Re: is it possible to have silent characters?
hmm, do not see a init.lua anywhere?
Re: is it possible to have silent characters?
All editor projects exist in their own folder in the dungeons folder, within the Almost Human folder. Inside the mod-project, the lua files exist in the scripts folder.eggy wrote:hmm, do not see a init.lua anywhere?
A typical path on Windows OS (with placeholder names shown in brackets) is:
C:\Users\ [your user name] \Documents\Almost Human\Legend of Grimrock 2\Dungeons\ [your project name] \mod_assets\scripts\init.lua
A typical path on Linux OS (with placeholder names shown in brackets) is:
/home/ [your user name] /.local/share/Almost Human/Legend of Grimrock 2/Dungeons/ [your project name] /mod_assets/scripts/init.lua
**I don't have it installed on Mac OSX, but it would probably be installed similar to this (guessed) path:
/Library/Application Support/Almost Human/Legend of Grimrock 2/Dungeons/ [your project name] /mod_assets/scripts/init.lua