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hmm, I dont think you can switch sound on and off, but you might be able to use a trap to move a sound object back and forth, or destory and spawn to achieve the same effectIl have a more detailed look once I am back on my laptop with shocked
You can turn sounds on and off with the appropriate signal type, turn off from a signal via inverter turns off a sound trap as eg.
If it's a sound trap (actually, trapsoundamb for ambients), then a turn on (ie a standard switchlink from any controller, or via scripting) will turn the sound schema set in sound: object sound to on.
use NV's solution instead as ambient have better propagation controls, add the script to the ambient marker and set it to be inactive by default/ at start on the standard ambienthacked property