How Do I Remove The Red Death Flash?

I am not sure how to code this and I found no code on how to. I want the red flash that goes along with the ‘oof’ sound to be removed. Is there a way? There should be.

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The red vignette actually occurs when the Humanoid loses more than 5 health in a single health change operation, not on death. This is part of the Health CoreGui which can be disabled via StarterGui.SetCoreGuiEnabled.

local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)

As for the death sound, that requires an editing of the character sound script. You can fork it by starting a Play Solo session, copying the Sound script under the character, stopping the session then placing it in StarterCharacterScripts. Open up the script and replace the death sound id with something else, then you’re set.

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I have the Topbar disabled so I thought that wouldn’r work but I will try. Thanks.

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Wouldn’t that prevent the script updates that roblox might do at some point? If they don’t change something drastically then it might work, but you can just as easily remove the “Died” sound from the Head on character spawn. If you remove it on .Died, then it just doesn’t have enough time to do so, so you’d hear it for a second.

I am pretty sure changes to the Health script have not happened in a while.

Not health, the sound script. But i think that hasn’t been changed so much too. If they add some new functionality that requires a new sound then yeah, it would most likely break something, but if they’d just change the sound id’s then nothing really should break, you’d just have the old sounds.
I mean, you gotta prioritize it, weather few extra lines of code or a possibility that it could break on some updates.

Yes, it would. Any kind of forking prevents receiving updates because the script no longer gets injected. In that case, feel free to rewrite the script with your own logic or find another workaround. The thing is that you’re adding an extra process just to remove a sound, which might seem unnecessary to most.

If you want to go forward with a no-fork method regardless, you can create a script that modifies the Died sound from the Head (where all the sounds are stored). I don’t recommend removing the Died sound entirely because it’ll break the Sound script due to it being hardcoded in.

As for changes to the actual injected character script, that doesn’t matter. If the Sound script ever receives updates, things won’t break solely because of those changes. Your script simply won’t be as updated as the latest version of it. The Sound script handles everything sound-related for the character and doesn’t rely on any external dependencies for sound playback.

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