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How to disable the sound that alerts landclaim owner of base damage.


Noisy Pants

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Me and my friend have a base that we shoot it out on blood moons, during that time we are allies and this sound constantly loops from 22:00 to 4:00 non stop that drives us insane. :frusty: It happens I assume every time he damages my base, so I went in the sound xml to look for the demon only to be miffed by all the sounds in there; I'm not really sure which one it could be. I would be tremendously grateful for help in sending this demon back to hell to annoy the condemned souls there.

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This may be it, does my xml look correct?

<config>

	<remove xpath="/Sounds/SoundDataNode[@name='keystone_build_warning']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/>
	<remove xpath="/Sounds/SoundDataNode[@name='keystone_destroyed']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/>
	<remove xpath="/Sounds/SoundDataNode[@name='keystone_build_overlay']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.05']"/>

</config>

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This may be it, does my xml look correct?

<config>

	<remove xpath="/Sounds/SoundDataNode[@name='keystone_build_warning']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/>
	<remove xpath="/Sounds/SoundDataNode[@name='keystone_destroyed']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.01']"/>
	<remove xpath="/Sounds/SoundDataNode[@name='keystone_build_overlay']/AudioSource[@name='Sounds/AudioSource_Impact_Small']/AudioClip[@name='Sounds/Misc/keystone_build_warning']/LocalCrouchVolumeScale[@value='1.0']/CrouchNoiseScale[@value='0.5']/NoiseScale[@value='1']/MaxVoices[@value='3']/MaxRepeatRate[@value='0.05']"/>

</config>

 

nope, the sound is still there

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Try this .... you can remove a whole node by just specifying the name of the node.

 

 

 

<remove xpath="/Sounds/SoundDataNode[@name='keystone_impact_overlay']"/>

 

Best way to check any code you have done is to just simply create a new save to check ... it don't take long on a new save name.

 

In my case i started a new world .... and then navigated to "C:\Users\Ragsy\AppData\Roaming\7DaysToDie\Saves\Navezgane\TESTVEHICLES44\ConfigsDump" opened up the sounds.xml in notepad ++ and looked to see wether the xpath applied.

 

You will see a message similar to this

<!--Element removed by: "Guppycur's Vehicle Madness MODLET A18 " (XPath: "/Sounds/SoundDataNode[@name=keystone_impact_overlay]")-->

 

I used that modlet as it has new sounds added already for my test run.

 

Hope this helps

 

Ragsy !!

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In sounds.xml, you can just delete all sound you don't want __ <SoundDataNode __ to __ </SoundDataNode>

 

& if you got error in console something like "missing sound", just replace the sound by this

 

<AudioClip ClipName="Sounds/Misc/missingitemtorepair"/>

 

But it's useless if you play on server or make a mod to do that because need to make the change on server side...

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