Sneeper 10 Posted March 7, 2010 Hey Does anyone know how to create a bombcar? Oh and how to add a explosion upon the destruction of a car? Thanks in advance Share this post Link to post Share on other sites
zulu1 145 Posted March 7, 2010 There are a couple of scripts here: http://www.ofpec.com/ed_depot/index.php?action=list&page=0 Look at both pages. If these won't do I have a few others. Share this post Link to post Share on other sites
Sneeper 10 Posted March 7, 2010 (edited) There are a couple of scripts here:http://www.ofpec.com/ed_depot/index.php?action=list&page=0 Look at both pages. If these won't do I have a few others. Can't i just do it myself with inisilisation? Btw how can i add music to my mission, i know how to add 1 music track with a trigger but i want it to play all the tracks randomly Edited March 9, 2010 by Sneeper Share this post Link to post Share on other sites
RKDmitriyev 0 Posted March 11, 2010 (edited) Btw how can i add music to my mission, i know how to add 1 music track with a trigger but i want it to play all the tracks randomly To play a track, use the playmusic command. This document has a list of the class names. What you're going to need to do to play them all randomly is execute a script, something like this: ;array of tracks that haven't been played yet _remainingtracks = ["7thLifeless", "7thIAmGonaFly"] ;array of track durations, must be in corresponding order to tracks in _remainingtracks! (and remember to convert seconds to decimals of a minute!) _trackdurations = [4.52, 4.07] ;beginning of loop #loop ;generate a random number, then round it down to a whole number _musicselector = random (count _remainingtracks) _musicselector = _musicselector - (_musicselector mod 1) ;select a track and duration based on our random number _playthis = _remainingtracks select _musicselector _wait = _trackdurations select _musicselector ;remove from arrays _remainingtracks = _remainingtracks - [_playthis] _trackdurations = _trackdurations - [_wait] ;play the track playmusic _playthis ;exit if we're done ? count _remainingtracks == 0 : exit ;otherwise, wait until the track is finished, then loop back and start again ~_wait goto "loop" That's done with just two tracks, obviously to play every track in the game you will need to fill _remainingtracks and _trackdurations with the classnames and durations of each song. Has not been tested, not guaranteed to work! EDIT: *facepalm* I put the wait in seconds, not minutes! You get the idea, though. And if the above script has any more errors, just tinker around with until it works. Or post problems here maybe. :D Edited March 11, 2010 by RKDmitriyev error in script Share this post Link to post Share on other sites
zulu1 145 Posted March 11, 2010 Not to undercut you Kurtz buddy, but if you want to add a track or two and be able to select it through triggers/waypoints you need to make a description.ext file with similar content. Music ----- class CfgMusic { tracks[]= { jade, blink }; class jade { name = "jade"; sound[] = {\music\jade.ogg, db+0, 1.0}; }; class blink { name = "blink"; sound[] = {\music\blink.ogg, db+0, 1.0}; }; }; of course the music files need to be in your mission folder. Share this post Link to post Share on other sites
RKDmitriyev 0 Posted March 11, 2010 Yes, Zulu is right, you need to do that if you want to add custom music. Of course if you only use the music OFP comes with, that's not necessary. :P Share this post Link to post Share on other sites