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Godis_1

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Everything posted by Godis_1

  1. I am using TPW Mods as a required mod - first I tried to extract and make only SOAP and Radio from TPW running independant from the whole mod package itself - inside the mission. Of course the mission as it is NOW, there is NO TPW script used inside of it, because it would conflict. I don't want to rip your work apart or sth like this. And now I just want to understand why my first intention of using only soap and radio in my mission independently is not working - and I know that I cannot use both - the scripts version and addon version at the same time. Just curious why it didn't work. Now I just want to use the addon side (what I am doing right now), but I just cannot get some of the other mods disabled! Users of my mission have TPW installed, and I want my mission to use only these sound components. Disabling the other mods doesn't work via the global variables (like stated in prior post). And I don't want to force users to delete, copy or modify your mod package in any way. Sorry for the misunderstanding btw. :) The only reason why I kept researching about the script stuff is because I want to understand it as I'm learning the sqf stuff. ;-) Thank you for your help and efforts in making this great mod!!
  2. Ah, yeah. Didn't notice that ',str typeof' - makes sense now :-D Hi, nope, it's not working. At first it gave me 'mission config file error', ehich could be fixed ny adding "[]" to EACH line containing i.e. sound = {"sounds\tpw_sounds\sounds\cat3.ogg", 1.000000, 1.000000}; it had to be changed to this: sound[] = {"sounds\tpw_sounds\sounds\cat3.ogg", 1.000000, 1.000000}; And the same goes for CfgMusic! After changed this, there is no error message in the game. But sounds are NOT played (only player radio sounds). Here' my Sound classes file: http://pastebin.com/arxQuVZm And here's the RPT log /a snippet with the related lines): http://pastebin.com/s2zqrJAg This is the TPW_SOAP script where I only changed the path to match the OGG files location: http://pastebin.com/v1MMH3bz I really tried everything I can imagine that it's causing the troubles! But nothing helps! The paths are set correct (double-double-double-checked! :D ), tried to define each samples name to match the called sound file's names, and so on, and so on.... I am really confused now! Also that I had to add these bracket ( [] ) to each line to avoid "expression error in syntax. I don't have any idea anymore.... The way you defined the sound classes in the config.cpp / config.bin files doesn't work for scripts in Arma 3 - but it does work for addons (mods) for some reason.... Just confusing! Any idea?? EDIT: How can I disable single modules from via script when running TPW Addons version? Setting the global variables doesn't work for me - at least for some scripts. They shouldn't be running, but they do - even when I set it like that (init.sqf), i.e. if (isclass (configfile/"CfgPatches"/"TPW_MODS")) then { tpw_hud_active = false; };
  3. Ok, thanks a lot!! Didn't look at this file :) Thx!!! EDIT: In the TPW_SOAP script, I may have found a typo!? Not sure, but I couldn't find anything which is referring to this expression. See here: if (["osque",str typeof _mosque] call BIS_fnc_inString) then Shouldn't it be: if (["mosque",str typeof _mosque] call BIS_fnc_inString) then ??? And here is a link to my work, so you can check for credits and tell me if that's ok like I did it: http://steamcommunity.com/sharedfiles/filedetails/?id=856829766
  4. Thx for the answer. Well, I am of course giving credits and keeping your rules on this - otherwise I wouldn't have asked ;-) Ok, I don't know, maybe I didn't explain it exactly. I actually DID extract the related stuff from those PBOs and I defined those sounds in CfgSounds class which aren't defined with direct paths inside the script. And these sounds are working (player radio, i.e.) but the other sounds, like the mideast ambience ones and animal sounds are just not playing. The RPT log says it couldn't find them in the given path - even though they're existing there, and I also changed the path to those sound files to match the defined path inside the script. My question was: If a sound is defined in the script like this: format = ["path\to\sounds\X.ogg"].... do I still have to define it within the CfgSounds/CfgSFX classes in this particular case? Because they aren't played in the mission and RPT log says it cannot find the related .ogg files (BUT they are there in fact! The path is correctly defined in script, everything should be fine actually - but it doesn't work for some reason.... And yes, I extracted all sounds from all related PBOs as I mentioned in my very first post already. I just think when I define a direct path to an OGG file inside the script, then I don't have to define it in any Cfg class - is this correct? If so, then I really don't know why it cannot find the sounds... And I am not an SQF noob, but just not sure in this case. And actually I am asking you this because if it turns out I would have to define every single sound file in description.ext (or any other .hpp file containing sound classes definitions), this would be a LOT of writing work :D However, I think my description of my problem should be clear to understand now. Thank you for your hard work btw. ;-) EDIT: I'm sorry, I didn't read it carefull enough! By addressing this in the code, does this mean I'll have to define each single sound file in the CfgSounds class in example? If so, I'm still curious why there's a path defined to these files inside the soap script (see code quote in my first post)
  5. Hey guys, thanks a lot for this great mod! I'm currently working on a new mission and wanted to integrate some stuff from TPW directly into it. I don't know if it's ok to use it that way, but if I get your permission to do so, I'll need some advice. I want to include the middleeast ambience sound pack using tpw_soap script. As I can see in the script, there are only some sounds which need to be declared in CfgSounds, others are defined directly via: format = ["path\to\sounds\X.ogg"].... For testing I extracted and copied the sounds from the right addon pbo file into my mission folder and changed the sound paths to match it. But the sounds aren't played, and in the rpt logs it says i.e. "Sound: Error: File: sounds\tpw_sounds\sounds\dog20.ogg not found !!!". Do I have to define them in CfgSounds class or any other similar one? Thanks in advance!
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