cyberaddict
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Adding .ogg files to PBO and working with them in scripts
cyberaddict replied to cyberaddict's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The source code of the mod is in the folder \Arma 3\Addons\myAddon config.cpp /functions /audio In the /functions folder there is a script which is called automatically fn_someScript.sqf In the /audio folder there is a file white_noise.ogg which I need to compress into a pbo and call it with the script from the game. -
Adding .ogg files to PBO and working with them in scripts
cyberaddict posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I want to add my own .ogg files to the addon. What do I need to add to config.cpp so that arma 3 addon builder will pack the necessary files into a pbo file? I tried creating CfgSounds class with array of specified files, but compiler ignores .ogg file specified in array, although I've enabled it in compiler options to include .ogg files in packaging. At least I don't see in logs that this file is processed. The files are in the root of the Addons\myAddon\audio folder. How can I play them later with the script? How would this work? _soundPath = "audio\file.ogg"; playSound [_soundPath, true]; -
How do I make the .sqf script contained in my .pbo addon auto-execute immediately after starting any mission.
cyberaddict replied to cyberaddict's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for all your help! I did as you said, however in the game in the function browser the contents of the file fn_someScript.sqf is empty. Before compiling, there's nothing there, it just contains a " hint "Hello, World!"; " to check if this function is automatically called. I've already tried everything and the file is still empty. I have the source code in the \Arma 3\Addons\myAddon folder, with the config.cpp and fn_someScript.sqf files in the root directory. I changed the name to someScript.sqf, or put it in a "functions" folder, and it's still empty in the game. What else can I try and what additional information can I provide? UPD: I've got it all figured out! It turns out that the arma 3 tools compiler properties didn't specify the right file extensions to copy into the mod. -
Maybe this has already been discussed somewhere, but I couldn't find it, so I apologise in advance for possibly repeating a question that has already been asked here before. If there is a forum thread where it has already been discussed, send me the url. I created a .pbo file, which connected as an addon to the arma. With this, I figured it out. In general, I want my script runs every time I start any mission in arma3. I have config.cpp and the script itself with script.sqf file in the same folder. The sqf so far uses the hint call script just to check its auto-run. I've already tried everything and nothing happens after starting the mission or starting the game in the editor. My cpp file contains this but didnt work: class CfgPatches { class MyAddon { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {}; class Extended_InitPost_EventHandlers { class MyAddon { init = "call compile preprocessFileLineNumbers 'script.sqf';"; }; }; }; }; What's the best practice for this now?