Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 04 Apr 2016 02:41 PM |
I don't know how!
Korniak, the antler dude |
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Salinas23
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| Joined: 28 Dec 2008 |
| Total Posts: 37141 |
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| 04 Apr 2016 02:43 PM |
remove it everytime a character spawns?
-Salinas con el número 23 |
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| 04 Apr 2016 02:44 PM |
Assuming you still want the default walking and what not, you'd need to replace the default script that handles the sounds with an edited one that does nothing for when a Humanoid is jumping.
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Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 04 Apr 2016 02:45 PM |
oboi that sounds fun
How would that look like, if you guys know?
Korniak, the antler dude |
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spinywind
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| Joined: 26 Jan 2012 |
| Total Posts: 3580 |
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| 04 Apr 2016 02:49 PM |
Edit starter player scripts
#Code for i,v in pairs do (game.Players:GetChildren()) v:Kick('Your a noob!') end |
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| 04 Apr 2016 03:07 PM |
Place this LocalScript into StarterPlayerScripts:
-- local Client = game.Players.LocalPlayer;
Client.Character:WaitForChild('Sound'):Destroy();
script.Sound.Parent = Client.Character;
script:Destroy(); -- Cause why not? We no longer have use for it. --
Then copy and paste the script named Sound found in a player's character into that LocalScript above so it is a child of the newly made LocalScript containing the code above.
Once you do that, you will see that it has a LocalScript named LocalSound inside of it as well. In the Script named Sound edit it and comment out lines 27 and 138. Then edit LocalSound and comment out lines 23 and 127.
Boom, that's it.
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Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 04 Apr 2016 04:18 PM |
I couldn't find the script named Sound
Korniak, the antler dude |
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Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 04 Apr 2016 04:23 PM |
nvm
Korniak, the antler dude |
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Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 04 Apr 2016 04:27 PM |
Good, but all audios are removed :/
Korniak, the antler dude |
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| 04 Apr 2016 04:29 PM |
You must be doing something wrong, I tested this before I posted my response and it worked flawlessly. Even falling still works just no jump.
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| 04 Apr 2016 04:33 PM |
before the script destroys itself try to reinitialize it by disabling it and reenabling it once you move it over to the client's character. do the same for the LocalScript named LocalSound
so:
script.Sound.Parent = Client.Character; Client.Character.Sound.Disabled = true; Client.Character.Sound.Disabled = false; Client.Character.Sound.LocalSound.Disabled = true; Client.Character.Sound.LocalSound.Disabled = false;
If it works I'd be surprised because technically when you reparent an object it should reinitialize itself. It's worth a shot I suppose though.
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Korniak
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| Joined: 09 Aug 2013 |
| Total Posts: 3538 |
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| 05 Apr 2016 10:02 AM |
It does work.
Korniak, the antler dude |
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