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warghost20

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Posts posted by warghost20


  1. Hi,

    warghost i think the comment in your triggers activation field should look something like this;

    playSound "soundname";

    not

    PlaySound 'soundname'

    hope that helps,

    when i do that i says missing ;

    HI there

    you could add the show script error syntax to your ArmA II launch icon. In case there is some script errors in the description.ext then it will show up, so at least you know if it's script related or there's something wrong with your music file. Never had any problems using custom music files in game.

    regards

    nettrucker

    ---------- Post added at 01:58 PM ---------- Previous post was at 01:28 PM ----------

    Just noticing a couple of things though in the upper example you are using as defined class music, but your music file has been placed into the sound folder which won't work, because the game searches for a music class and therefore the musicfile must be located in the music folder otherewise the game will tell you no file found.

    Here's a small example I used and it works without problems.

    class CfgMusic
    {
    // List of tracks (.ogg files without the .ogg extension)
    tracks[] = {ALCHEMY_INSTRUM};
    
    // Definition for each sound
    class ALCHEMY_INSTRUM
    {
    	name = "ALCHEMY_INSTRUM"; // Name for mission editor
    	sound[] = {\music\ALCHEMY_INSTRUM.ogg, db + 0, 1.0};
    	titles[] = {0, ""};
    };
    };
    

    I evidenced the part where in my opinion is a mistake. First one is that you have placed your musicfile in a sound folder not withstanding you declared it as music class. So the game is looking in the wrong folder ergo it won't find it.

    Second remove the quotes as seen in example I posted below. Third, you used 3 different names in the class definition, one you named Class Musictrack1, the line below you called it Music_1 and then filename1.ogg.

    That will never work because you have to use always one identical name for your your music/soundfile.

    Now when using sounds the properties of the sound file are important. It must be mono, 16 bit, 44.100 kHz. Music can be stereo though, sounds not.

    The example of the definition I send works perfectly in ArmA II for me. Music should be always located in the music folder meanwhile sounds in the sound folder.

    I know that you are most probably frustrated right now, which reminds me of my first attempts to import custom music or soundfiles into the game. It tooik me some time to figure it out but once you got a hang on it . . . it's a piece of cake.

    I hope that helps.

    regards

    nettrucker:D

    Im going to try your script, but what name do i give the the folder containing the music files, and what do i type into the triggers?, and do i also have to put the Sound section in the script?,

    the thing i want is in a mission that there is a tank driving by with my own music comming out, and i want my own music in a chopper. thx!


  2. King Nothing thx for the song but the one im using right now is 2,75 mb, so i dont think its that, well i am giving up on this, spent way too many hours on this, i only wanted a stationary chopper were my own music was comming out, too bad it doesent works

    1 more time the script, i have already cranked up the db, but still no

    class CfgMusic

    {

    tracks[]={};

    class Musictrack1

    {

    name = "Music_1";

    sound[] = {"\sound\filename1.ogg", db+15, 1.0};

    };

    };

    ////////////////////////////////////////////////////////////////////////////

    class CfgSounds

    {

    sounds[] = { MyNamMusic };

    class MyNamMusic

    {

    name = "MyNamMusic";

    sound[] = {\sound\MyNamMusic.ogg, db+15, 1.0};

    titles[] = {};

    };

    };


  3. still negative, i have tried 10 diffrent songs, but still nothing playing,

    could you perhaps make a misson with a chopper or tank in it, that is not moving and were your own music is comming out?, i realy want this to work and i dont understand wye it wont work, i have already spent so many hours trying to get this work.

    Thanks!


  4. it still doesent works,

    as soon as i start the mission, there is no music playing, the chopper flys over and there is no music comming out of it, then i removed the chopper, created a trigger area, placed myself into it, then when i start the mission, the trigger should be activated but still no music

    i have changed what i want to have, i want to have a chopper on the airfield, were my own music is comming out, then everyone has to board the chopper and the music should be like there are real speakers in the chopper it self. could you please help me out?, i dont understand wye its not working


  5. still no on this one, it doesent say filename1.ogg not found but there is no music playing in the background

    i have uploaded the mission again, could you perhaps download it again and help me out?, i have tried to create both things, so music that plays in the chopper from a distance, and the one that was already in it.

    Much appreciated

    http://www.megaupload.com/?d=BOWRXFKT


  6. i have checked and its description.ext , i used Xilisoft Video Converter Ultimate, the change of capital letter also dident work. I am realy looking forward to your demo mission, because i am working on this already a few days. I copied the script, named the music files as told, and put the right commands in the trigger, so i realy dont know wye it keeps saying ''Not Found''


  7. Try this one:
    _unit = _this select 0;
    _animation = _this select 1;
    _noWeapons = _this select 2;
    _switchMove = _this select 3;
    
    _unit allowDamage false;
    _unit setDamage 0;
    _unit setVariable ["BIS_noCoreConversations", true];
    if (_noWeapons) then {removeAllWeapons _unit};
    
    if (_switchMove) then {
    while {true} do {
    	_unit switchMove _animation;
    	waitUntil {animationState _unit != _animation};
    };
    } else {
    while {true} do {
    	_unit playMove _animation;
    	waitUntil {animationState _unit != _animation};
    };
    };

    Execute it via:

    nil = [pete,"animation",true,true] execVM "animationLoop.sqf";

    thank you very mutch,

    1 more question,

    were do i change the animation in the script? so if my animation is ''AidlPpneMstpSnonWnonDnon_SleepC_standUp'' were do i put it in the script?,

    And if i want to add more scripts i just copy the whole thing?, and do i have to give the unit a name wich i put in the config?, because in the script i see no name for the soldier?


  8. and it stil wont work,

    1.jpg

    2.jpg

    There are apperently 2 ways to do this, one with selecting the song in the effects section in the trigger, wich doesent work for me, and to set the effects to no music and puting in the trigger the command 'PlaySound 'Filename1' , i have replaced the name 'Filename1' with Music_1 , Music, etc stil it keeps saying sound not found


  9. 1.) In your Mission-Folder create a folder named "music".

    2.) The Name (Music_1; Music_2)is just the name shown in the editor.

    3.) The Classname is just the name given, must be unique and maybe no blanks in the name.

    4.) You have to convert MP3-Files to *.OGG-Files

    5.) Place these OGG-Files into the created music-folder.

    6.) Filename1.ogg / Filename2.ogg have to be the names of the ogg-files you have converted.

    7.) In the editor, use a trigger, go to advanced, set Music onto the file(s) you have implemented.

    Voila. ;)

    oke this thing is driving me crazy,

    i did

    i made a folder inside the mission folder named music, placed a ogg file named Filename1.

    then i made a trigger and in effects i chose music_1

    started the mission nothing happens,

    then i did no music at effects and typed in the init line of the trigger 'PlaySound 'Filename1', then i sad song filename1 not found, this is realy getting me mad

    but i dont understand what you mean with class?, what do i have to do for that?


  10. class CfgMusic

    {

    tracks[]={};

    class Musictrack1

    {

    name = "Music_1"; //The Name seen in the Editor

    sound[] = {"\music\filename1.ogg", db+0, 1.0};

    };

    class Musictrack2

    {

    name = "Music_2"; //The Name seen in the Editor

    sound[] = {"\music\filename2.ogg", db+10, 1.0};

    };

    };

    Change the bold stuff. The filename(s)/Directory need to be like the ones you use ;-).

    If its too quiet, turn up the DB just like in Class2. do not alter the pitch ;-)

    stil not clear,

    what name do i have to use for the music folder? CfgMusic or Musictrack1? and what name i give to the music files, the mp3 etc?, and were do i put these files, in the mission folder or somewhere else?


  11. oke so i have a mission folder. Where do i need to place the music file?. i have to create a folder named Sounds, but do i place that in the mission folder or somewhere else?,

    Edit

    got music working in a chopper, i gave the choppers waypoints music effects, but i stil dont have my own music in it?

    Edit

    I have placed my music file almost everywhere but it keeps saying Song Not FOund?


  12. Hey,

    I have found many things about this but after reading it all it still wont work, and its not realy clear what i have to do.

    I want to play a song in chopper, the missions starts in a chopper and as soon as the mission starts and want to play the music.

    What i got sofar,

    in my mission folder a description with this:

    class CfgMusic

    {

    // List of sounds (.ogg files without the .ogg? extension)

    tracks[] = {song};

    // Definition for each track

    class track

    {

    name = "song"; // Name for mission editor

    sound[] = {\sound\song.ogg, 1, 1.0};

    titles[] = {};

    };

    };

    i only want to use 1 song,

    What sound folders do i have to create and what more do i have to do so the music starts in the chopper?

    Many Thanks!


  13. Hi warghost20,

    Have you considered spawning/calling/running a script that as soon as it knows that all enemy units are dead (aka !alive) then you put some code to allow to wait for 5 min and then spawn another AI group (with given directions where to go)?

    Just a thought.

    Best, Splicer.

    you know perhaps were i can get a script like that?

    it still wont work this what is what i got so far:

    arma3.jpg

    arma2.jpg

    arma1.jpg

    Edit : Ive Got It Working!

    But what if i want to move the unit to a waypoint when everybody is dead, is that possbile?

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