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How do I prevent an actor from making sound in ZScript?


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Does that imp have to be otherwise a regular imp (so that if people use an imp replacer, it'll be replaced too) or can it be a custom actor type that is identical to imps except silent? Because the latter is very simple; just make a SilentImp class that inherits from DoomImp but that replaces all the sound properties with a silent sound. Which you can define in SNDINFO, e.g.:

special/silence		dsempty

("dsempty" is a stock silent sound lump provided by GZDoom.)

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I want to make a custom actor, the siilent imp was just an example. Does that mean that if I include the following no noise will be made?

Quote

SeeSound "dsempty";

PainSound "dsempty";

DeathSound "dsempty";

ActiveSound "dsempty";

 

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If you make a fully custom actor (not one inheriting from a preexisting monster) then you can just not give it any of the sound properties. Actors are silent by default.

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13 hours ago, eldomtom2 said:

I want to make a custom actor, the siilent imp was just an example. Does that mean that if I include the following no noise will be made?

 

You just create your actor and, if you don't inherit from any other existing actor that has a sound, it won't have any default sound unless you specify it with what you wrote there.

 

If you wont/have to inherit from existing classes, then add those lines, but instead of "dsempty" you can just leave them empty like so ""

 

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