kakagoegie 0 Posted August 5, 2005 Ok guys here is the plan. I'm making a MP mission where I want all cars/trucks to have a car radio. I want them to be able to play all the music from 7th via the action menu. Now i got 4 problems. 1) I only want the driver of the car to be able to use the radio. Does anybody now a code line, so only the driver of a vehicle "gets" the action menu. The action menu should only appear to the driver of the car. 2) I want to define the 7th music as sound so 2 cars can listen 2 different songs at the same time. Also if you get out of the car, you can still hear the music a bit until you're enough away. I now got something like this: Quote[/b] ]class CfgSounds { class 7thdecide { name = ""; sound[] = {"7thdecide.ogg", db+0, 1.0}; }; But the name 7thdecide.ogg is wrong. What name should I put there so the music from the Music.pbo is used. 3) This isn't exactly a problem. But I think you can do it a more handy way. In my way i need about 8 scripts for the car radio. This is the radio.sqs Quote[/b] ]player removeaction car radio player addaction ["7th - decide","7thdecide.sqs"] player addaction ["7th - darken","7thdarken.sqs"] player addaction ["7th - lifeless","7thlifeless.sqs"] etc. Now in my way if you for example click 7th - decide. You would get the 7thdecide.sqs: Quote[/b] ]*the vehicle where the player is in* say "7thdecide" player removeaction 7th - decide player removeaction 7th - darken player removeaction 7th - lifeless etc. player addaction ["car radio","radio.sqs"] I know this can be put in 1 script, I just don't know how. 4) What should I put at *the vehicle where the player is in*, see question 3 Thank you for reading, I hope you can help me! Share this post Link to post Share on other sites
Guest The Cobra Posted August 5, 2005 But the name 7thdecide.ogg is wrong. What name should I put there so the music from the Music.pbo is used. Here are the music-track names (if anyone needs to know):<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> track1 track2 track3 track4 track5 track6 track7 track8 track9 track10 track11 track12 track13 track14 track15 track16 track17 rtrack1a rtrack1b rtrack2 rtrack3 rtrack4 rtrack5 rtrack6 rtrack7 rtrack8 rtrack9 rtrack10 7thoverdose 7thlifeless 7thimgonnafly 7thdecide 7thdarken 7thmylife -->7thdecide<-- Maybe it isn't in .ogg format? Share this post Link to post Share on other sites
kakagoegie 0 Posted August 5, 2005 Quote[/b] ]class CfgSounds{ class 7thdecide { name = ""; sound[] = {"7thdecide", db+0, 1.0}; }; I tried this too, it won't work. Share this post Link to post Share on other sites
korax 4 Posted August 5, 2005 The actual path for the songs can be found by snooping around in the official config<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class 7thDecide { name = $STR_CFG_MUSIC_7TH_DECIDE; sound[] = {\Music\Seventh_decide.ogg, db+0, 1.0}; }; class 7thIAmGonaFly { name = $STR_CFG_MUSIC_7TH_IAMGONAFLY; sound[] = {\Music\Seventh_iamgonnafly.ogg, db+0, 1.0}; }; class 7thLifeless { name = $STR_CFG_MUSIC_7TH_LIFELESS; sound[] = {\Music\Seventh_lifeless.ogg, db+0, 1.0}; }; class 7thOverdose { name = $STR_CFG_MUSIC_7TH_OVERDOSE; sound[] = {\Music\Seventh_overdose.ogg, db+0, 1.0}; }; Share this post Link to post Share on other sites
kakagoegie 0 Posted August 6, 2005 Well now, I have this in the discription.ext: Quote[/b] ]class CfgSounds { sounds[] = { Seventh_iamgonnafly}; class Seventh_iamgonnafly { name = $STR_CFG_MUSIC_7TH_IAMGONAFLY; sound[] = {"\Music\Seventh_iamgonnafly.ogg", db+20, 1.0}; titles[] = { }; But it doesn't seem to work. I don't get an error message. But when i put a trigger with: radio say "Seventh_iamgonnafly", I just don't hear any music. So plz help me. Share this post Link to post Share on other sites
Trapper 0 Posted August 6, 2005 Just guessing: cfgSounds in a mission description.ext only accepts soundfiles of \missionfolder\sound So maybe it searches at \missionfolder\sound\Music\Seventh_iamgonnafly.ogg for the ogg. Using original music as sound without extracting/pboing it for your mission file won't be possible then. But maybe you can play music only for clients inside the car at least. For that you won't need a own cfgMusic class, as the official music tracks are already defined as cfgMusic. You can try if your description and scripts a correct with a small example .ogg you place inside \missionfolder\sound Share this post Link to post Share on other sites
kakagoegie 0 Posted August 6, 2005 Isn't there a way, so it won't search in the music map, but in the music.pbo?? Share this post Link to post Share on other sites
Trapper 0 Posted August 6, 2005 I don't think so. More guessing: Ogg files inside the music.pbo are already defined in the config.cpp(?) of the .pbo Thats why you can call them in the mission.sqm without the need for a description.ext. You just have to know the classname. You want to use an .ogg as soundclass thats only defined as musicclass. Maybe a small addon (just a config file) could define "\Music\Seventh_iamgonnafly.ogg" also as an available soundclass. But I'dont know much about addonmaking, its just speculation. Share this post Link to post Share on other sites
Guest The Cobra Posted August 6, 2005 Why dont you make a script with addevent handlers? Like when the script detect that the vehicle has a driver, the driver get some choices pop up, and for example; "Start Radio", when you done that you can "Play 7th - Decide"... Sorry, but I don't know how to do this, but I know it's possible. Share this post Link to post Share on other sites
Sui 0 Posted August 7, 2005 Also, bear in mind that CfgSounds in OFP have to be mono, where as all music is stereo. If you want to play it as a sound (so it sounds like it's coming out of the car radio) you'll need to actually grab the music file out of the .pbo, strip it down to mono and include it in your mission folder. The alternative is to just play music... eg: Quote[/b] ]player removeaction car_radio1 player removeaction car_radio2 player removeaction car_radio3 car_radio1 = player addaction ["7th - decide","7thdecide.sqs"] car_radio2 = player addaction ["7th - darken","7thdarken.sqs"] car_radio3 = player addaction ["7th - lifeless","7thlifeless.sqs"] 7thdecide.sqs player removeaction car_radio1 0 fademusic 1 playmusic "7thdecide" @ (vehicle player == player) Â Â <- player gets out of car player removeaction car_radio2 player removeaction car_radio3 0 fademusic 0 ... Something like that would do the trick... Share this post Link to post Share on other sites
kakagoegie 0 Posted August 7, 2005 But this will mean that every player will hear the sound. Even if he's not in the same vehicle? Share this post Link to post Share on other sites
Sui 0 Posted August 8, 2005 Ahhh... multiplayer editing. Not my strongest suit unfortunately... However, I think as long as the script is only run on the player that's using the radio (ie. not on the server) then only that player should hear the music. (Correct me if I'm full of it, anyone ). If you wanted everyone in the vehicle to hear it, that would be a bit more complicated... Share this post Link to post Share on other sites
Garcia 0 Posted August 8, 2005 It's easy to make only some players hear the music, but if player 1 drives the car alone and turns on music, and picks up player 2, it will be hard, if even possible, to play the music for both of them, and at the same spot. You could start a new song from the start, but that would sound really bad since no radio station just suddenly stops playing 1 track just to play another one Share this post Link to post Share on other sites
kakagoegie 0 Posted August 8, 2005 I've made the scripts a bit easier. I don't want to use sounds any more. I'll just use music. So here is what I got for so far: I got a group of soldiers called "groupje". And a car called "radio". I have a trigger with condition Quote[/b] ](driver radio)==(leader groupje) and on activation Quote[/b] ]m0=radio addaction ["radio","radio.sqs"] Another trigger has in condition Quote[/b] ](vehicle (leader groupje) == (leader groupje)) and on activation Quote[/b] ]radio removeaction m0 Than I have 8 scripts but I'll only give 2: radio.sqs: Quote[/b] ](radio) removeaction m0 (radio) removeaction m0 m1=radio addaction ["7th - Decide","m1.sqs"] m2=radio addaction ["7th - I'm Gonna Fly ","m2.sqs"] m3=radio addaction ["7th - Lifeless","m3.sqs"] m4=radio addaction ["7th - Overdose","m4.sqs"] m5=radio addaction ["7th - Darken","m5.sqs"] m6=radio addaction ["7th - My life","m6.sqs"] m7=radio addaction ["no music","m7.sqs"] @ (vehicle (leader groupje) == (leader groupje)) radio removeaction m1 radio removeaction m2 radio removeaction m3 radio removeaction m4 radio removeaction m5 radio removeaction m6 radio removeaction m7 radio removeaction m0 (radio) removeaction m0 and m1.sqs: Quote[/b] ]m0=radio addaction ["radio","radio.sqs"] 0.5 fademusic 0.5 radio removeaction m1 radio removeaction m2 radio removeaction m3 radio removeaction m4 radio removeaction m5 radio removeaction m6 radio removeaction m7 playmusic "7thdecide" @ (vehicle (leader groupje) == (leader groupje)) 0 fademusic 0 radio removeaction m0 It works fine I only got a few questions. 1) I will use this in a MP mission. So I got the question, will all players hear the music or only (leader groupje)? 2) Now the only car where the script works is the car called "radio". What can I do to make the script work with any car. Share this post Link to post Share on other sites
Guest The Cobra Posted August 9, 2005 Anybody? OFPEC is your friend. I don't think moderators like ppl bumbing up their thread. Wait for some1 to answer instead (no offense) MP scripting is alot harder though... Share this post Link to post Share on other sites
kakagoegie 0 Posted August 9, 2005 Sorry about it, but I just godda know this so I can finish my mission. Share this post Link to post Share on other sites
Sui 0 Posted August 10, 2005 I'd probably try something like this: Trigger Radius: 0,0 Condition: none (repeatedly) Condition Field: (vehicle player) != player OnActivation: m0 = player addaction ["Radio","Music.sqs"] OnDeactivation: 0 fademusic 0; player removeaction m0 Music.sqs Quote[/b] ]player removeaction m0m1=player addaction ["7th - Decide","m1.sqs"] m2=player addaction ["7th - I'm Gonna Fly ","m2.sqs"] m3=player addaction ["7th - Lifeless","m3.sqs"] m4=player addaction ["7th - Overdose","m4.sqs"] m5=player addaction ["7th - Darken","m5.sqs"] m6=player addaction ["7th - My life","m6.sqs"] m7=player addaction ["no music","m7.sqs"] @ (vehicle player) == player player removeaction m1 player removeaction m2 player removeaction m3 player removeaction m4 player removeaction m5 player removeaction m6 player removeaction m7 player removeaction m0 And have your other music scripts etc... Something along those lines should do the trick, but I"m not sure what fun things testing that in MP would bring up :P Good luck with it Share this post Link to post Share on other sites