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USMC Sniper

Some questions

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I am making a Vietnam mission, and I need to have a few things done:

1) Have 2 ambient sounds looping

2) Make people talk, I tried the wav2lip prog and I dragged a file into it, and nothing happened.

I want two different pieces of music (one is music, the other is a rain sound) playing at the same time, both have to loop. I think I saw a script for looping music but I do not know how to use it, I am not that good at scripting.

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Try this:

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgEnvSounds

{

sounds[]={battle2};

class battle2

{

name = "battle2";

sound[]={"\Environmental\battle2.ogg",db-15, 1.0};

soundNight[]={"\Environmental\battle2.ogg", db-15, 1.0};

};

};

<span id='postcolor'>

Replace "battle2" with the sound of your choice smile.gif

The file itself goes into a folder called "Environmental", the above code goes into the description.ext.

As for the numbers behind the name, I think you will need to play around with them, as they are a wee bit loud at the moment.

Hope it helps smile.gif

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That's for playing 2 environmental sounds at once, right? It doesn't look like that code sample has any looping with it, unless defining something as environmental automatically loops it.

Nm, I see what your saying. If one thing is defined as an environmental sound it will not count as music, so another defined as music can be played simulaneously.

Now I need to know how to loop.

smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Dec. 28 2002,04:25)</td></tr><tr><td id="QUOTE">That's for playing 2 environmental sounds at once, right? It doesn't look like that code sample has any looping with it, unless defining something as environmental automatically loops it.

Nm, I see what your saying. If one thing is defined as an environmental sound it will not count as music, so another defined as music can be played simulaneously.<span id='postcolor'>

Exactly, if you check your Triggers, go to Effects, there is a Music class and an Environmental class, in Environment you have stuff like Hills, Rain etc., you can add your own as well (like I just showed you) and it is possible to have both music and Environmental running concurrently smile.gif

Only one caution - the settings for the Environmental sound in the code above, it is way too loud, you will have to tone it down, don't remember which way though, you will have to figure it out yourself smile.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">

class CfgMusic

{

tracks[]={pib,battleambience,rain};

class pib

{

name = "Paint It Black";

sound[] = {\music\paintitblack.ogg, db+14, 1.0};

};

class battleambience

{

name = "Vietnam battle ambience";

sound[] = {\music\battle.ogg, db+1, 1.0};

};

class rain

{

name = "Rain";

sound[] = {\music\Rain.ogg, db+16, 1.0};

};

class CfgEnvSounds

{

sounds[]={ambientmusic};

class ambientmusic

{

name = "Ambient VN Music";

sound[]={"\Environment\ambientmusic.ogg",db+4, 1.0};

};

};

<span id='postcolor'>

This is my description.ext file, and for some reason it does not pick up the Environment part. Even before I changed the Env dir from "Environmental" to "ENvironment, it did not work. Did I do anything wrong in my description? Also, the music still works. confused.gif

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Try adding a }; at the end confused.gif

If its not that, maybe it needs the soundNight line as well confused.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Dec. 28 2002,04:44)</td></tr><tr><td id="QUOTE">At the end of which part? The very end?<span id='postcolor'>

Aye smile.gif

Or before class Envsounds...

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I fixed it by putting the }; before the beginning of EnvSounds. The mission seems so cool now with the ambient music. smile.gif

Also gotta love that helo ride to "Paint It Black"! biggrin.gif

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Hmmm, can't get Wav2Lip to work. I get a wav that is 16 bit mono, and drag it into Wav2Lip like the readme says, yet nothing happens. WTF am I doing wrong? confused.gif And yes, I have downloaded all from different websites, such as BIS's, OFPEC, etc. confused.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (USMC Sniper @ Dec. 28 2002,16:52)</td></tr><tr><td id="QUOTE">Hmmm, can't get Wav2Lip to work. I get a wav that is 16 bit mono, and drag it into Wav2Lip like the readme says, yet nothing happens. WTF am I doing wrong? confused.gif And yes, I have downloaded all from different websites, such as BIS's, OFPEC, etc. confused.gif<span id='postcolor'>

Maybe a useless tip, but most of the time I do that nothing happens until I refresh the folder.

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Nah, that didn't do much. I have another question, can I make some units stay in a spot at a waypoint, engage and kill the enemy (or die), and after the VC has been killed in their area move to the next WP?

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Please, someone help me with this. confused.gif

I also want to do this:

There are 6 groups of US soldiers at first. Only 2 choppers are there to take the first two groups of soldiers to the LZ. I want the helos to go back then, pick up 2 more groups, and drop them off. And then they need to do that one last time to bring the entire platoon there.

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All your questions can be answered by using the search button.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">There are 6 groups of US soldiers at first. Only 2 choppers are there to take the first two groups of soldiers to the LZ. I want the helos to go back then, pick up 2 more groups, and drop them off. And then they need to do that one last time to bring the entire platoon there.<span id='postcolor'>

Can be easily done with synchronized wapoints and triggers that switch to true when a unit is at a certain spot.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Nah, that didn't do much. <span id='postcolor'>

Where did you put your oggdrop to ? Try placing it on desktop and make sure the sound is 44khz, 16 bit, mono and minimum 3 seconds in length. And wav off course.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">units stay in a spot at a waypoint, engage and kill the enemy (or die), and after the VC has been killed in their area move to the next WP?<span id='postcolor'>

huge trigger : VC side not present

name of trigger: clear

First WP for US move, open fire

In Condition: clear

Next waypoint wherever you want

Also can be done by synchronizing first wp of US with trigger detecting VC not present by pressing F5 and drawing the line between 1st WP and trigger.

Pretty basic, isnt it ?

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I made it 44khz, 16 bit mono and it still didn't do anything.  sad.gif

It was pretty simple for a unit to stay at a WP and engage, I thought it would've been a bit harder! smile.gif

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My answer comes probably too late...

Make sure that the path to the file does not contain any space in it.

If your file is in, for example, "C:\Program Files\Codemasters\OperationFlashpoint\Users\myself\missions\", then the conversion will not work (as there is a space between "Program" and "Files").

John.

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