scifer 10 Posted March 17, 2011 (edited) This script automatically sums an unlimited number of music packs, dynamically selects the most appropriate mood according to player's stress level, engagement and weather and randomly plays its track. This is a very powerful script/addon which can dynamically turn the silent Arma2 into a completely musical game. Playlist building Every music packs entered in arguments list are automatically summed and its tracks are assigned to its respective mood playlists. Shoot detection The player is influenced by two event handlers. When the player is "hit" his stress is set to 100%, and when he's "firedNear" his stress increases by 1. Units Detection When you spot enemies, their threat is proportional to how much you know about them. When the enemy sees you the stress level increases according to the sum of their threat level. Defining mood by stress level There are four moods: "truce" for stress levels under 50% in clear day "darkness" for stress levels under 50% in heavy weather or night "tension" for stress level above 50% "sadness" for death scenes Selecting random track Random track are dynamically selected according to mood players mood. Playing music Music will be played whenever the mood changes or the track ends. Display You can costumize which MoodJukebox data and music data are displayed. Dynamic fading Music volume dynamically drops as stress level approaches a change of mood. Resume music When game is paused or loaded, the last track is resumed from where it stopped. Death scene Death scene was altered in visual and it plays a random music in a special mood called "sadness". Usage: Unpack @MJB to your game installation folder Copy "description.ext", "onPlayerKiller.sqf" and "scripts" folder from sample mission into your mission folder. Place the following code in your mission init.sqf, where the arguments are the music packs.nul = ["arma2", "oa", "baf", "pmc", "your-pack"] execVM "scripts\MoodJukebox\main.sqf"; Activate @MJB modfolder in you shortcut parameters or in game main menu at "EXPANSIONS" option. The display items can be customized in "scripts\MoodJukebox\display.sqf" Warnings: Always use BAF or PMC in conjunction with other packs. BAF and PMC don't have all moods and may cause malfunction when used alone. Do not use this script with ACE as it keeps raising volume to 1 all the time. Downloads MoodJukebox https://rapidshare.com/files/1843679164/MoodJukebox_2.5.7z Included .pbo files: arma2.pbo oa.pbo baf.pbo pmc.pbo ======================================================== VERSION 2.5 HIGHLIGHTS ======================================================== * Stupid 2.4 "resume.sqf not found" bug undone Version 2.5 Changelog ===================== Expandability ------------- In order to make this project expandable, the following measures where implemented: * individual stress functions for every units * sub-functions are called by "main.sqf" function Scripting --------- * Lots of optimization * Independents side is evaluated in enemy detection now Complete changelog in file. Edited June 4, 2011 by scifer File Update! Share this post Link to post Share on other sites
PELHAM 10 Posted March 17, 2011 Does this play the in game BIS music or select tracks from a folder of the players choice? Can we have some more info please? Share this post Link to post Share on other sites
scifer 10 Posted March 17, 2011 Does this play the in game BIS music or select tracks from a folder of the players choice? It plays BIS music according to player's mood but it doesn't use folders cause I think it isn't even possible to play a track without its class bee declared in config.cpp. ---------- Post added at 04:51 PM ---------- Previous post was at 03:57 PM ---------- Can we have some more info please? I added info in the first post. I hope it helps :) Share this post Link to post Share on other sites
Double Doppler 10 Posted March 18, 2011 Nice work, I think this will revolutionize single player... Share this post Link to post Share on other sites
scifer 10 Posted March 21, 2011 Hello all. I released a major update. Now it's called MoodJukebox which brings several changes. Have a look at the first post. Share this post Link to post Share on other sites
scifer 10 Posted March 31, 2011 Version 1.1 is released. I just did some calibration. Share this post Link to post Share on other sites
scifer 10 Posted April 4, 2011 Is there a way to measure noise? I'd like to put some detector that compensates nearby noises like engines. Share this post Link to post Share on other sites
scifer 10 Posted April 8, 2011 How to change the death music in Arma2 ? Share this post Link to post Share on other sites
lostninja 10 Posted April 13, 2011 (edited) ("Also there is a sample mission called "MoodJukebox.utes".) Sample mission where???????.... i cant seem to get this script working at all? this is hard when you dont have a step by step instructions..... -------------------------- started Editor. new mission named test : Created Init.sqf //begin init.sqf nul = ["a2","Track18_Ghost_Waltz"] execVM "scripts\music\music.sqf; put scripts folder in mission.. placed 1 man on the field, previewed mission silence.... ???????? lol what am i doing wrong ~.~ :( pls assist :D Edited April 13, 2011 by lostninja Share this post Link to post Share on other sites
taro8 806 Posted April 14, 2011 There is rather big problem, if you are transported in some vehicle when you are not part of the crew, then you attched to it when enemy is spotted, resulting wierd stuff happening. Share this post Link to post Share on other sites
scifer 10 Posted April 17, 2011 ("Also there is a sample mission called "MoodJukebox.utes".)Sample mission where???????.... i cant seem to get this script working at all? this is hard when you dont have a step by step instructions..... -------------------------- started Editor. new mission named test : Created Init.sqf //begin init.sqf nul = ["a2","Track18_Ghost_Waltz"] execVM "scripts\music\music.sqf; put scripts folder in mission.. placed 1 man on the field, previewed mission silence.... ???????? lol what am i doing wrong ~.~ :( pls assist :D Sorry for any inconvenience :o I forgot to include the sample mission in this release. The second element in you arguments list is wrong. You can't specify track names in this script, only playlists. The script path and name are wrong. Look in the first post for instructions. Share this post Link to post Share on other sites
scifer 10 Posted April 18, 2011 There is rather big problem, if you are transported in some vehicle when you are not part of the crew, then you attched to it when enemy is spotted, resulting wierd stuff happening. What weird stuff? Specify it. ---------- Post added at 16:53 ---------- Previous post was at 16:52 ---------- Is there any script or function that verifies if music is playing? Share this post Link to post Share on other sites
scifer 10 Posted May 7, 2011 Today I released version 2.0 which brings several features. Read highlights at the first post. Share this post Link to post Share on other sites
dernt 0 Posted May 7, 2011 I installed everything as specified, tried the UTES test mission... SILENCE. @MJB is installed didn't touch anything in the scripts, still no music whatsoever. Music volume is way up in the game. Please help? Share this post Link to post Share on other sites
scifer 10 Posted May 7, 2011 I installed everything as specified, tried the UTES test mission... SILENCE.@MJB is installed didn't touch anything in the scripts, still no music whatsoever. Music volume is way up in the game. Please help? I'll retest it. Thank you. Share this post Link to post Share on other sites
scifer 10 Posted May 8, 2011 Sorry for version 2.0 bug. I believe everything is OK in version 2.1. Share this post Link to post Share on other sites
Guest Posted May 9, 2011 Thanks for sending us the fixed version :cool: Release frontpaged on the Armaholic homepage. MoodJukebox v2.1 Share this post Link to post Share on other sites
dernt 0 Posted May 9, 2011 There are no mood.sqf file in the 2.1 package :P!! Moodjukebox.utes has an empty "scripts" folder Share this post Link to post Share on other sites
scifer 10 Posted May 9, 2011 (edited) There are no mood.sqf file in the 2.1 package :P!!Moodjukebox.utes has an empty "scripts" folder I must apologize for all those who downloaded this file as I missed to include some files. This is my first script and I'm not used to work with global folders. The re-upload is in the first post and armaholic.com. Thank you all for your comprehension. Edited May 10, 2011 by scifer Include armaholic link Share this post Link to post Share on other sites
scifer 10 Posted May 17, 2011 Version 2.2 brings several features. Look the first post for details. Share this post Link to post Share on other sites
Guest Posted May 17, 2011 (edited) Thanks for informing us about the new version :cool: Release frontpaged on the Armaholic homepage. MoodJukebox v2.5 Edited June 4, 2011 by Guest updated to version 2.5 Share this post Link to post Share on other sites
scifer 10 Posted May 19, 2011 2.3 version brings a cool display and stress is not influenced by shoots anymore. Check it out. Share this post Link to post Share on other sites
scifer 10 Posted May 26, 2011 Version 2.4 brings a much more efficient enemy detection, stress management system and some script tuning. Share this post Link to post Share on other sites
scifer 10 Posted June 4, 2011 Today I released 2.5 version in correction to a stupid bug I made. Sorry for the delay, I was out of connecton. Share this post Link to post Share on other sites
taro8 806 Posted June 7, 2011 How can I disable window that displays what is playing? It obscures large part of my screen. Share this post Link to post Share on other sites