Jump to content
Sign in to follow this  
FHStronkie

Voice Acting Placeover

Recommended Posts

Can anyone tell me which lines I should Translate. Help would be Helpfull

Share this post


Link to post
Share on other sites

well what we did is

I created a flag pole on the map.

I added this to it

this addaction ["Reveille","reveille.sqf"];this addaction ["Assembly","assembly.sqf"];

in the reveille.sqf is this:

playMusic "FH_reveille"

in the assembly.sqf this:

playMusic "FH_assembly"

So when you go to the pole you can select the music to play.

I added this to the discription.ext

class CfgMusic
{
tracks[]={};

class FH_intro

{
 name = "FH_intro";
 sound[] = {"\sounds\intro.ogg", db+0, 1.0};
};
class assembly
{
 name = "assembly";
 sound[] = {"\sounds\assembly.ogg", db+10, 1.0};
};

 class FH_Assembly
 {
  name = "FH_Assembly";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\assembly.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_Assembly};

};

class FH_drillcall
 {
  name = "FH_drillcall";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\drillcall.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_drillcall};

};

class FH_firstcall
 {
  name = "FH_firstcall";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\firstcall.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_firstcall};

};

class FH_firstsergeantscall
 {
  name = "FH_firstsergeantscall";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\firstsergeantscall.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_firstsergeantscall};

};  

class FH_officerscall
 {
  name = "FH_officerscall";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\officerscall.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_officerscall};


};


class FH_reveille
 {
  name = "FH_reveille";   // how the sound is referred to in the editor (e.g. trigger effects)
  sound[] = {"\sounds\reveille.ogg", 1, 1};   // filename, volume, pitch
  titles[] = {FH_reveille};
 };
};

but now here comes the kick..

only the player that activated the "pole" hears the ogg file being played..

any ideas?

Edited by FHStronkie

Share this post


Link to post
Share on other sites

Hi,

A easy way:

- Place the Functions module on the editor.

waitUntil { !isNil "BIS_fnc_init" };

[nil, nil, rPLAYMUSIC, "FH_assembly"] call RE;

_neo_

Share this post


Link to post
Share on other sites
Hi,

A easy way:

- Place the Functions module on the editor.

waitUntil { !isNil "BIS_fnc_init" };

[nil, nil, rPLAYMUSIC, "FH_assembly"] call RE;

_neo_

But still only the client hears the music, we like to have the army hear it, beats the point if only one guy hears the call ....

Share this post


Link to post
Share on other sites

K tried it for the assembly one.. Does not work.. It still only plays client side.. I mean it is like it is indeed played locally and not server based

This is one tip I got from Armaholic

Make the script activate on the server only while sending out a variable which triggers the music to be played on all clients. Maybe not the cleanest solution but could very well work.

Don't ask me how, check for variables and server side scripting, I have been out of the editing loop for way to long to give detailed answers

But ok No clue how to do this

Share this post


Link to post
Share on other sites

Ok what I made is this

testmap

I have created the flag with "activation" options.. For all 8 sounds..

Sounds is playing for the guy that uses the pole

I added those Modules as suggested too.. I made the music into sound.

Also I created 2 triggers.. Named : Aplha Radio , Bravo radio.

Now only the SquadLeader can use radio option 0 0 then 1 or 2

but funny part is then ALL people (well squadmate) can hear the sound too

I am kinda lost

Share this post


Link to post
Share on other sites

I also tried to add this into the different sqf's

if (!isServer) then {playsound "assembly" };

but that doesnot produce anysound.. local as other players

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×