Garry's Mod

Garry's Mod

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Terror Radius (Dead by Daylight) [Updated]
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Content Type: Addon
Addon Type: Effects
Addon Tags: Fun, Roleplay
File Size
Posted
Updated
948.458 MB
15 Dec, 2023 @ 4:37am
15 Dec @ 4:21am
50 Change Notes ( view )

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Terror Radius (Dead by Daylight) [Updated]

Description
Adds a terror radius to each killer from the Dead By Daylight NextBot Pack by Jmar.

The original addon that was used and updated is by ThunderTier.
Many thanks to the author of the original for the work he put into creating it and for permission to publish this a bit fixed version ;)

All updates and changes can be viewed here.



Console variables
You can change their values either through the console or through the spawnmenu (on the right, the "Utilities" tab, the "DBD Terror Radius" category).
There you can also find the subcategories "Terror Music" and "Terror Radii", where you can change the music and the maximum range of the terror radius for each killer from DBD.

Start typing "dbd_terror_" in the console and it will give you all the convars for this addon.



PTB / Old terror radius music
Here you can download an archive containing PTB or old terror radius music from Dead by Daylight.

The contents of the archive must be extracted to the game folder "<Garry's Mod Directory>\garrysmod\sound\".

If you don't need some of the music, you can delete unnecessary audio files in the "dbd_terrorradius\custom" folder.

Also, if you wanted to use alternative music, for example "ghost_alt <layer>.wav" for the Ghostface, rename the existing music "ghost <layer>.wav" into something else, and the needed file "ghost_alt <layer>.wav" on the contrary in "ghost <layer>.wav" (<layer> is the number of the terror radius layer).

Download PTB Terror Radius Music[drive.google.com]



Known issues
Sometimes it happens that at some time, because of the terror radius music of some killers (or some other sounds), all the sounds of the game begin to be cut off or muffled.
To solve the problem at the moment, you can use the console command "stopsound" and then respawn the killer.



Originally posted by Benedict Baker's Journal, Nov. 1896:
Maybe it is the will to survive that makes me even more alert to sounds. Sight is limited in this darkened part of the world. In this case their heartbeats. Not my own, but instead the Killers' as they close in on me. I just hope that they do not pick up on mine as my heart races for every thump I can hear even clearer.
Popular Discussions View All (1)
11
30 Jun @ 9:07am
chase music
TTV CrayTheCrazyTrain
278 Comments
Moldy Chrissant 24 Nov @ 9:05pm 
Thanks, I'll try these out
The Villain  [author] 24 Nov @ 8:07am 
Sometimes you have to remove all ambient sounds of the map using "stopsound" console command before spawning the killer so that the terror radius music works correctly.
The Villain  [author] 24 Nov @ 8:04am 
Not really sure why it's happening for you, cause the Houndmaster's ptb music works fine for me.

The overall sounds can break if the music is pretty long, yea, because I guess it takes more space of RAM or something like that. Also keep in mind what the amount of current map's ambient sounds could affect that. I think the terror radius music should be no more than one minute ideally, as I tested, but you can still try more.

It's also always worth checking if loop points are added to the music via Wavosaur so that the music can actually repeat itself. Forgot to do sometimes this myself.
Moldy Chrissant 23 Nov @ 10:20pm 
If it IS the fact that it's too long, what would be a good length for each of the layers?
Moldy Chrissant 23 Nov @ 10:13pm 
I've noticed that the HoundMaster's PTB music has the same problem.
Moldy Chrissant 23 Nov @ 10:12pm 
So I tried adding my own custom terror radius, but the chase doesn't loop like it should. I don't know if it's because it's too long or something.
KingPotato 19 Nov @ 2:15am 
fair then
The Villain  [author] 19 Nov @ 1:48am 
I think it's supposed to work like that, since there are DrGBase and Gmod entity detection functions what don't count players as targets, when they're in the line of sight but the "ai_ignoreplayers" is set.

This is just how it works and I think it should be fine.
KingPotato 18 Nov @ 7:15pm 
Chase does seem to start when the nextbot is not moving with like ai disabled and if the ignore player is enabled as well
The Villain  [author] 17 Nov @ 7:25pm 
Phew, thanks for the info. That's great to hear :boomer: