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Kirby

MP mission scripting question.

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Basicly, in a multiplayer mission I want all vehicals to have the option to turn on radio, and that to initiate a script to play BIS songs (Using unit say "blah" so that players nearby the vehical can also hear it, even if that somehow means redefining BIS music as sounds in the description.ext). With the option to skip ones the playerss don't like.

I know a few small things but scripting stuff like this isn't my forte. So can y' gimme a hand, people?

It needs to work on vehicals that are "spawned" too, like in Crime City, Nogville, ect.

Would also be good if the script reduced the volumes of the songs played, as normal volume things are a tad loud when on say.

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Oh bollocks.

Thanks w0lle!

I was in a rush at the time and didn't pay proper attention tounge2.gif

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Hi Blazin,

I rigged together a script pack that'll cover your requirements.

It builds an interface in the action menu. I haven't tried it in multiplayer yet, but following the logic It should work.

Anyway, there's an example mission and you can download it here.

Here's a quick reference on how to add it

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

[<a string array of the song's classnames you want it to play>,<the unit you want the menu on>] exec {MusicPlayer.sqs}

i.e. [{Track1},{Track2},{Track3},{Track4},{Track5},{Track6}],this] exec {MusicPlayer.sqs}

Later.

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Say only works with monaural files so you have to configure custom sounds to get music from a vehicle, which of course results in very large mission files or very bad sound quality. Also, say is a local command, you have to execute it on all clients for everyone to hear the sounds but I can post a simple script to execute code globally if you're going to use it anyways.

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Doncha hate slow forums? (Double post)

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I know that it only works with Mono files.

I had some buffoon claiming to have been editing in OFP for 6yrs and say that it didn't matter "cause oggs arn't sterio" and i already knew he was wrong... and an idiot. He just blocked me when I proved him wrong.

This is just a little test really to see if its possible. Doesn't matter too mutch if it isn't. It's would have just been cool to cruise around blasting out a bit of Seventh from your Skoda in multiplayer.

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Ok, Blazin

   I made a new version of my old scripts to use the "say" command. Unfortunately it's not very easy to implement as the previous one. I converted all the music from the game to monaural and place them into two separate pbo files; one for each campaign - CWC/Res. I uploaded both in a single rar file so it’s big. With this version you have to derive your own vehicle and add the useractions/eventhandlers sections detailed in the readme. There’s a example addon called MusicDemo included so you can see it in action right away. The vehicle can be found under “West/OPR – vehicles†and the unit is called “Jeep Jammaâ€. I also couldn't get the mute feature in: it was a cluster #$%^ just to get them to stop playing after they were started. Mute woulda been possible if it was possible to change the volume from one source. If you would like to try it out the links are below.

Operator's Music libraries

Operator's OFP Music Player

Thanks, 0perator

Edit: After a good week of coding I finally got the kinks out. No more studdering, maybe on fast moving vehicles that go above 200. However, my testing on a LAN faired well with the cessna. Thanks again for the interesting challenge.

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