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Is it possible to disable a specified car engine sound? I found out only how to do it before the game loads each vehicle defined internally, like alexander made.
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Car or model? If the latter, this table may help
http://sannybuilder.com/dev/enginesounds.htm
http://www.gtaforums.com/index.php?show … &p=4225227
If not, you may disable engine sound for the model before creating a vehicle by setting it to -1, then return original values back.
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Thanks for your reply, but that's exactly what I've already tried. Setting those engine sounds to -1 works only if the game hasn't loaded a vehicle yet but not whenever ingame. In addition, it doesn't disable it properly since I can still hear the reverse sound.
I need some offset to add at the current vehicle pointer to make its engine muted (like actors).
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Well, try this:
CVehicle + 138h is start of the CVehicleData sub-struct.
CVehicleData + 80h is start of the CVehicleSounds sub-struct.
CVehicleSounds + 0x2 is sound up (2 bytes) and CVehicleSounds + 0x4 is sound down (2 bytes).
So, car_struct + 0x1BA should be a sound up and car_struct + 0x1BC is a sound down. Read them and compare with the sounds table I mentioned above. If values are same, then try to change them.
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Well, all values match each other but those memory addresses are read-only and they don't work even by forcing them with virtual protect set to 0. Any other ways?
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Ok, leave that question because of the unknown ways according to its resolution. I have an off-topic question instead: is there a way to attach an actor to another actor without making the coords lag visible?
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