i_need_help 0 Posted August 10, 2003 i did everything the f&^%$#@ thing said, made the description.ext file put the music in it, and put in the trigger: playmusic Sly and the Family Stone - War (What is it good for) and it cant find it Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 please post your description.ext Share this post Link to post Share on other sites
i_need_help 0 Posted August 10, 2003 // *********************************************************************** // **** Description file for Operation Flashpoint // **** Generated by Chris's OFP Script Editor // **** Create Description Wizard // *********************************************************************** class CfgMusic { // List of music tracks (.ogg files without the .ogg extension) tracks[] = {Sly and the Family Stone - War (What is it good for)}; // Class definition needed for each music track class Sly and the Family Stone - War (What is it good for) { // Name to display in mission editor name = "Sly and the Family Stone - War (What is it good for)"; // Music path, volume, pitch sound[] = {\music\Sly and the Family Stone - War (What is it good for).ogg, db + 0, 1.0}; }; }; Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 First of all, just to make it easier re-name your music file to sly.ogg Make sure it's in the subfolder named "music" Then in the mission editor write: PlayMusic "sly" and it should work. Note that every time you save this description.ext you have to load you mission in the mission editor. put this in you description.ext instead <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic { tracks[]= { sly }; class sly { name = "sly"; sound[] = {\music\sly.ogg, db+0, 1.0}; }; } Share this post Link to post Share on other sites
i_need_help 0 Posted August 10, 2003 k thx ill try it Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 It should work. But one thing i did say wrong. It's supposed to be: PlayMusic "sly" Share this post Link to post Share on other sites
i_need_help 0 Posted August 10, 2003 yup did work i figured that out ;) didnt work with this playmusic Share this post Link to post Share on other sites
Dark Knight 0 Posted August 10, 2003 i have a similar problem on i cant seem to get one file to play music but not the other any help on that? mine is my description.ext is the same as his only twice Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 Is it like this? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic { tracks[]= { sound1, sound2 }; class sound1 { name = "sound1"; sound[] = {\music\sound1.ogg, db+0, 1.0}; }; class sound2 { name = "sound2"; sound[] = {\music\sound2.ogg, db+0, 1.0}; }; } Share this post Link to post Share on other sites
Winters 1 Posted August 10, 2003 I wanted to point out that where is says db+0 you can change the number to adjust the Volume of the track thats playing. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 but 0 works as a default volume, right? Share this post Link to post Share on other sites
i_need_help 0 Posted August 10, 2003 now it wont work in mp Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 So you saved it in the mission editor as a multiplayer mission and the music didn't work? - Did you happen to change the name when saving it? eg in the editor your mission was saved as horsymap but then when converting you saved it as donkeymap ? Share this post Link to post Share on other sites
Winters 1 Posted August 10, 2003 but 0 works as a default volume, right? Yes it does *Edit, i tried to stop this from posting but the ones used had a default of db+1 sorry for the dual postings. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 well don't  You Have to convert it as a mpmission with the same name as in the editor. Share this post Link to post Share on other sites
Winters 1 Posted August 10, 2003 but 0 works as a default volume, right? The description.ext i started out with had a default of db+1 not sure what will happen if its 0. Share this post Link to post Share on other sites
SpeedyDonkey 0 Posted August 10, 2003 well 0 seems to work fine as well Share this post Link to post Share on other sites
LT.Schaffer 0 Posted August 18, 2003 Hey, Do any of you guys know how to have a mission play music, but have it start to play half way through the song? Yes i did already search... Share this post Link to post Share on other sites
TheRedBaron 0 Posted August 19, 2003 where exactly does the music folder go? im not understanding this. and does the ogg file go in the music folder. where does the discription.ext go. i have them all just mixed up on where they go. Share this post Link to post Share on other sites
RED 0 Posted August 19, 2003 Hey,Do any of you guys know how to have a mission play music, but have it start to play half way through the song? Yes i did already search... Quote[/b] ]playMusic nameAndPos Operand types: nameAndPos: Array Type of returned value: Nothing Description: Play music defined in description.ext. Format of nameAndPos is [name,position], position is in seconds. Example: playMusic ["Track13", 30] RED Share this post Link to post Share on other sites