When you force a character to be mute via inst.components.talker:IgnoreAll(), both hounds and giant growls do not emit their sounds upon their "approach" sequence.
Steps to Reproduce
inst.components.talker:IgnoreAll("notalk"), spawn a hound or boss wave
inst.components.talker:IgnoreAll("notalk"), spawn a hound or boss wave
-
1
There are no comments to display.
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now