Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden






It's Gary's HUD
No, you can't port this to gmod.
Because 600+ sounds physics edit Clown's footsteps sounds, and this mod too.
Manacat's random item spawner edit the mission files, and this mod too.
I think you can ignore the item spawner conflict, not sure about the sounds tho.
Warmer weapon sounds. It's great.
Do you have any other mod conflicting? I don't know how to help you. Everything works fine for me.
Have a good Christmas!
Try snd_rebuildaudiocache in the console for the nose honk.
The flower sound is unchanged.
No clue, but I'll make one later.
Probably yes, but I don't know how.
I just know that "z_spawn" will spawn whatever common or uncommon it's in the population area.
You still hear the clown squeaks? Try resubscribing, you should hear the static noise.
@Flop
It replaces the clown, so without a custom population it only spawns in Dark Carnival, in Whispering Oaks.
I'll probably make a population to fit this guy in other places like urban areas.
That's the idea, trying to make the clown ability more versatile in a fitting way.
There's probably population mods that add the clown, or mutations mods. However i'll make a population mod just for the Noisemaker, spawning him in various places.
@MRcedaguy
It's not new, just a replacement of the clown, and his sounds.
It's what it says in the description. Yes.