terox 316 Posted August 24, 2003 I have developed a template for EFL league, now that maps have been made, a minor problem has come to light The template has a 24hr mode, where script run skiptimes to advance the time by 24hrs + in a 30 minute game. Unfortunately some of the maps are situated near churches, and when in 24hr mode, the bells are almost constantly chiming. Anyone have a way to switch these church bells off ?? Share this post Link to post Share on other sites
bn880 5 Posted August 24, 2003 I know this is a long shot, but how about moving the church objects away on all machines. Replace them with some other church that doesnt chime from the map. (object #) setpos [0,0,-100]; Share this post Link to post Share on other sites
Bart.Jan 0 Posted August 24, 2003 Static objects can not be moved by setPos from v.1.90. Share this post Link to post Share on other sites
terox 316 Posted August 25, 2003 havent tried but can they be deleted Share this post Link to post Share on other sites
bn880 5 Posted August 25, 2003 Static objects can not be moved by setPos from v.1.90. Ahh ok. Share this post Link to post Share on other sites
Chris Death 0 Posted August 25, 2003 BN880 - also if it would still be possible to setpos map-based objects, i wouldn't have recommended to do it. When this was done in any map, it was required to restart the whole game, to refix the altered maps. By using this method a whole party could have been removing a certain town by playing a map where this was done. Then they would have jumped onto another server just because they know this town has to be fought on this server. This would have made the game very boring for this party then, as there were no objects between them and their enemies (think u know what i'm talkin about ). @Terox - what about skipping these relevant minutes, where the church'es dinner clock comes in to disturb the scenery? ~S~ CD Share this post Link to post Share on other sites
bn880 5 Posted August 25, 2003 Yeah I know, the objects stayed moved until OFP was restarted. So the reason for the change in 1.90 I suppose. Hey, like i said it was a long shot. Share this post Link to post Share on other sites
Guest Posted August 25, 2003 Explosives. Hehe...just try and see how far you get with that! Is there anyway just to change the soundvolume and use the object id number? Then to get it to work on clients? Just a thought... Share this post Link to post Share on other sites
terox 316 Posted August 25, 2003 unfortunately i cant simply adjust the skiptime scripts, they intertwine with so many different things, and because its a template, then all maps would have to be changed, which is impractible. To be honest, i havent even found the time to experiment with various objects, triggers etc. When i do get time i am thinking of trying things like Object running a looping script that keeps the time skipping back in a local way for the object itself, perha[ps setdammage to the church, or maybe a sound fade command in a trigger, there are a few methods worth investigating, I was hoping for some godly wisdom to shine down and give me a quick fix, looks l;ike i'll have to find some time to fix it Share this post Link to post Share on other sites
Guest Posted August 28, 2003 Quick fix? Replace the audio file with a blank one Share this post Link to post Share on other sites
Tibby595 0 Posted September 29, 2003 shoot the viccar other than that use reedkiler's idea Share this post Link to post Share on other sites
RED 0 Posted September 29, 2003 The fadesound command will stop you from hearing the sounds, but you may not want to have no sound when in battle. RED Share this post Link to post Share on other sites