--LKK.Burnix--
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Posts posted by --LKK.Burnix--
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Really nobody who can help me?
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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 Â

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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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
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I think swimming must be in OFP2.
Thats the only thing I missed in OFP1.
And transparent/realistic water!
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Sorry, i cannot work with this. I just understand a little of this. Can I have some german support? Or another way to do this?
Please help me!
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Hi, im German, but I try to translate.
Is it possible to make a addon, wich insert music in OFP?
I make a campaign, wich have many music. I hate that, to build in the music in every mission. So, the music should be aviable in every mission.
Please help!
( I know, my english is terrible...
)
Musicaction for player
in OFP : CONFIGS & SCRIPTING
Posted
Okay, Thanx. Have seen an example. You´re right BraTTy.