--LKK.Burnix--
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0 NeutralAbout --LKK.Burnix--
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Private First Class
core_pfieldgroups_3
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OFP, handball
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Musicaction for player
--LKK.Burnix-- replied to --LKK.Burnix--'s topic in OFP : CONFIGS & SCRIPTING
Okay, Thanx. Have seen an example. You´re right BraTTy. -
Musicaction for player
--LKK.Burnix-- replied to --LKK.Burnix--'s topic in OFP : CONFIGS & SCRIPTING
Really nobody who can help me? -
Hi there, I´ve made my musicaddon for my campaign. Now i wanna make an addon, where is an config.cpp with this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class ca_music_random { units[] = {}; weapons[] = { }; worlds[] = { }; requiredVersion = 1.30; }; }; class UserActions { class ca_music_random { displayName="( PLAY RANDOM MUSIC )"; position=""; radius=1.0; condition="true"; statement="this exec ""ca_music\random.sqs"";"; }; } Okay, the random music script has I made. Now I wanna know, why my Unit (in Single- Multiplayer) doesn´t become this action. So, everytime, everywhere! Anyone understand me?
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PLEASE NO CHEATS!!! GO PLAY CS OR ANY OTHER SHIT!!!
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What about leaning? Like MOHAA and AAO. I think thats a good idea
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Coool! Now it works! I have insert this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMusic { tracks[]={ caTheme, caPeace, caOntheRun, xcaHeavyInasion }; Thanks for support!
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Now It looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class ca_music { units[] = {}; weapons[] = { }; worlds[] = { }; requiredVersion = 1.00; }; }; class CfgMusic { class caTheme { name="CA 1 - Theme"; sound[]={\ca_music\caTheme.ogg,1.000000,1.000000}; }; class caPeace { name="CA 2 - Peace"; sound[]={\ca_music\caPeace.ogg,1.000000,1.000000}; }; class caOntheRun { name="CA 3 - On the Run"; sound[]={\ca_music\caOntheRun.ogg,1.000000,1.000000}; }; class caHeavyInasion { name="CA 4 - Heavy Invasion"; sound[]={\ca_music\caHeavyInvasion.ogg,1.000000,1.000000}; }; }; But it dont work...
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No, but now I have insert this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches {  class your_unique_addon_name  {    units[] = {};    weapons[] = { };    worlds[] = { };    requiredVersion = 1.00;  }; }; Then I made the PBO and packed this into Addons folder. But again it found no music  Here now the full config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class ca_music { units[] = {}; weapons[] = { }; worlds[] = { }; requiredVersion = 1.00; }; }; class CfgMusic { access=1; class caTheme { name="CA 1 - Theme"; sound[]={"caTheme.ogg",1.000000,1.000000}; }; class caPeace { name="CA 2 - Peace"; sound[]={"caPeace.ogg",1.000000,1.000000}; }; class caOntheRun { name="CA 3 - On the Run"; sound[]={"caOntheRun.ogg",1.000000,1.000000}; }; class caHeavyInasion { name="CA 4 - Heavy Invasion"; sound[]={"caOntheRun.ogg",1.000000,1.000000}; }; };
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Sorry, but OFP couldn´t find my music. I have a folder: There are my four music files, then here the config.cpp: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgMusic { access=1; class caTheme { name="CA 1 - Theme"; sound[]={"caTheme.ogg",1.000000,1.000000}; }; class caPeace { name="CA 2 - Peace"; sound[]={"caPeace.ogg",1.000000,1.000000}; }; class caOntheRun { name="CA 3 - On the Run"; sound[]={"caOntheRun.ogg",1.000000,1.000000}; }; class caHeavyInasion { name="CA 4 - Heavy Invasion"; sound[]={"caOntheRun.ogg",1.000000,1.000000}; }; }; Is that right? And yes, it´s a PBO file, and no folder in my Addons folder.
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I think you don't understand. When my campaign is done, I pack all the music files into the PBO. I only want to know how to describe the music files into OFP. @theavonlady Sorry, if I can understand Amore, I want use that. But.. you know what I mean
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I thinks that is it! Somebody here who can do this?
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I have again my problem, my campaign is to large. 50MB without addons. I have include music into every mission. Is it possible do make an Addon, and now I mean not Amore, wich include my music into the OFP? Like I can chose it in the Mission Editor at the effects menu. I have unpacked in the DTA folder the music.pbo But I find just .ogg files! And now config or anything else. How has BIS include this? Please help me. And please not Amore!
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Damt... I´m stupid? Or why doesnt I understand this...
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Everyone, who would play my campaign, must have amore? And I have not found a way, to make an .pbo file, to build in the music in my ofp.
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Types of addevent handlers
--LKK.Burnix-- replied to Bullz_eye_on_my_back's topic in ARMA 2 & OA - SUGGESTIONS
I know, how to build in a headshot script into a mission: HEADSHOT Init of soldier: this AddEventHandler [ "dammaged", { _this exec "hit.sqs" } ]; Create an hit.sqs with this: _hit = _This Select 1 ? _hit == "hlava" : goto "hs" exit #hs PlaySound "hs" hint " H E A D S H O T" this AddEventHandler [ "dammaged", { _this exec "hit.sqs" } ] exit And here is an Headshot sound: http://burnix.piranho.com/hs.ogg