krylincy Posted October 12, 2020 Share Posted October 12, 2020 I hate the sound when i cut trees or boulders with the weatherpain. it is so annoying because it is so lound. it is not the spin sound (i already found that) it is the collision/desturction sound. I think it is hidden in the strucutre_collapse_fx file local function playfx(proxy, anim) local inst = CreateEntity() inst:AddTag("NOCLICK") inst:AddTag("FX") --[[Non-networked entity]] inst.entity:SetCanSleep(false) inst.persists = false inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.Transform:SetFromProxy(proxy.GUID) inst.AnimState:SetBank("collapse") inst.AnimState:SetBuild("structure_collapse_fx") inst.AnimState:PlayAnimation(anim) local material = MATERIAL_NAMES[proxy.material:value()] if material ~= "none" then inst.SoundEmitter:PlaySound("dontstarve/common/destroy_smoke") if material ~= nil then inst.SoundEmitter:PlaySound(MATERIAL_SOUND_MAP[material] or ("dontstarve/common/destroy_"..material)) end end inst:ListenForEvent("animover", inst.Remove) end local function makefn(anim) return function() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddNetwork() inst:AddTag("NOCLICK") inst:AddTag("FX") --Dedicated server does not need to spawn the local fx if not TheNet:IsDedicated() then --Delay one frame so that we are positioned properly before starting the effect --or in case we are about to be removed inst:DoTaskInTime(0, playfx, anim) end inst.material = net_tinybyte(inst.GUID, "collapse_fx.material") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst.SetMaterial = SetMaterial inst.persists = false inst:DoTaskInTime(1, inst.Remove) return inst end end Any ideas how to overwrite this function call in the DoTaskInTime function? or is there already a mod for that? best would be if it is not that loud (PlaySoundWithParams). Link to comment https://forums.kleientertainment.com/forums/topic/122398-disable-weatherpain-sound/ Share on other sites More sharing options...
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