Search the Community
Showing results for tags 'music'.
Found 29 results
-
Hi lads, so iam currently working on a Vietnam Mission for me and my Bois and i would like to be able to play some music tracks over the addaction menu, but i dont know how for the love of God how to do it. I have the tracks prepared in my description.ext which looks like that: class CfgMusic { tracks[]={}; class Vietnam { name = "Vietnam"; sound[] = {"\sound\Fortunate Son", db+0, 1.0}; }; class All right now { name = "All right now"; sound[] = {"\sound\Free - All Right Now.ogg", db+0, 1.0}; }; }; Iam wondering if that is allright and if yes how i make it that i can play the music over addaction. Thx for the help in advance.
-
I am trying to place a radio and make it to play a 3D music, however i was unsuccessfull. Can someone correct my code pls. My attempt: Create a description.ext file and write this: class CfgMusic { tracks[] = {}; class track1 { name = "song1"; sound[] = {"\music\song1.ogg", db+0, 1.0}; }; Then create a playMusic.sqf file and do this: // Get the radio object _radio = _this select 0; // Parameters for the sound _params = ["track1", 100, 1]; // Call the function to play the sound globally in 3D [_radio, _params] call CBA_fnc_globalSay3d; then in the radio initialization i wrote the following: this execVM "playMusic.sqf";
-
I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Steam guide (fore more thorough explanation) Showcase missions: Vanilla CUP SOG PF Showcase videos: Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
-
Hi there, I'm trying to set it up so that my blufor players can activate a trigger to set off some Vietnam War style music. I've mainly tried the example listed in this post. class CfgSounds { class LadyDay { name = "LadyDay"; sound[] = {music\LadyDay.ogg,5.0,1.0}; titles[] = {};}; }; I've got my music file converted to .ogg, I've got the description.ext file configured as it should be (as far as I can tell). I believe the in game trigger is configured right. I'm just not sure where I"m going wrong. Screenshots will be provided for better context. Yes I have my music volume up, I did make sure to double check that. For additional context, they are piloting the SOG boats down a river while activating the trigger. I don't think that should affect anything though, right??? Description.ext file Folder architecture, .ogg file is called LadyDay.ogg and is located in the "music" folder In game Blufor trigger set up to call for the correct classname.
-
Hello fellow Arma players! Is there anyone still remembering the original "Survivor" simple mission in Girna that blew up when Arma was still in Alpha? Well, it has been more than 10 years and I thought that it's time to create a PROPER sequel :) Survivor is back! Prevail as a Survivor against numerous bullies! Use the environment, skills, equipment and fallen enemies' gear to annihilate those pesky bullies that just want you dead! 10 Year Anniversary 10 years ago, I've created and published a mission called "Survivor". It was a simple small mission set up entirely in the old 2D editor using triggers, waypoints and units. That mission became my first workshop success in Arma 3 community and is still played and praised today! To remind you of this mission and to pay proper respect to the community - I've created this sequel, packed with action, story line, comic pages and inovative gameplay features, that will keep you busy for the entirety of this rollercoaster! Features - 10 story missions , each being more difficult and complex as you progress - 4 secret missions , that you can unlock by inspecting certain items in the world (can be found during story missions) - 78+ comic (manga) pages explaining the story line and secrets - 24 music songs , picked from Epidemic Music! - 36+ secret images explaining my personal history - Epic gameplay features during certain missions! - Ultimate challenge that gets harder the more you accomplish - Fast restart after death (no waiting for the mission reload) - Death cam (enjoy your suffering in slowmo) DOWNLOAD Steam Workshop
-
- 4
-
- singleplayer
- music
-
(and 1 more)
Tagged with:
-
I always found interesting the usage of dynamic ambient soundtracks in games with a more or less open environment (e.g, Fallout, TES...). In my opinion, dynamic music change based on combat/calm state always gives players more immersion and brings the overall joy of the gaming process higher. Unfortunately, Arma doesn't have anything similar in terms of dynamic music so I decided to do it myself. The base concept of this script was made in late 2019 and was used mainly for SP/private MP scenarios being constantly polished throughout these years. I'm not a very experienced scripter, but I tried to make this performance-friendly as much as possible so all suggestions are more than welcome. The script is very customizable, so you can even come up with your own music. Installation for SP: init.sqf → https://pastebin.com/raw/4qvFQExk Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Scripts\onLoadEH.sqf → Anything that is not SOG PF — https://pastebin.com/raw/MwMqsaVj SOG PF — https://pastebin.com/raw/50ktvUpD Installation for MP: initPlayerLocal.sqf → https://pastebin.com/raw/DT0Btx4S Scripts\DynamicAmbient.sqf → Vanilla — https://pastebin.com/raw/m1ikVp2A SOG PF — https://pastebin.com/raw/4KkvMGq7 CUP (A2) — https://pastebin.com/raw/dxyRVPS3 Showcase missions: Vanilla CUP SOG PG Showcase videos: Steam guide (more thorough) Credits: Bohemia interactive for such an amazing game. Savage Game Design for beautiful CDLC CUP Team for an astonishing addons Official Arma 3 discord (especially Lou Montana) for various hints Tinker, modify, and use as you wish, just don't forget to give a credit to the author 🙂
-
This spawns a loudspeaker at the Altis Terminal trader that plays music up to 350 meters. Sound is 3D so it is louder outside buildings and gets harder to hear farther away you move from the speaker. The location of the loudspeaker can be changed in the LoudSpeaker.sqf by using editor to get all the necessary cordinates and plugging them into the correct locations. If you understand code you can add your own sound files by adding necessary information into the playList.hpp and LoudSpeaker.sqf then adding in .ogg sound into music folder. Songs are chosen randomly but the same song is heard by everyone in the area. If you join and do not hear a song playing you will have to wait about 5 minutes before you hear the music becuase the current song was remote executed before you joined and since you were not on you cant hear it but when the next song starts you will hear it because you were connected when server remote executed it for you to hear. this applies also if you dissconnect and rejoing you will have to wait for next song to start hearing the music. Need support feel free to contact Crito at our discord https://discord.gg/WEFzqPa You can get the script here https://github.com/Crito-VanaheimServers/Crito-s-Loudspeaker This is not a final copy it will be improved upon over time. First improvement in works is the way it is activated.
-
Hi, Firstly, I’m loving how the game is developing overall, and look forward to each update that improves gameplay and the environment. The following are a few of my personal thoughts, some of which are already shared by others, on possible additions I’d like to see within the world of Vigor: Dressing for the occasion; If map selection is no longer available, the ability to change clothing and equipment selection during the encounter lobby to suit the game would be preferred. Why dress in bright red tracksuit to then go to a blizzard in Dverg Forrest, or a Winter Hunters smock to visit a sunny Grontheim Valley? Add a Ghillie suit to the wardrobe too, crafted from local flora and fauna! Wildlife; an additional threat to ‘campers’ and ‘teamers’ but also a source of food and reward (animal hide or head trophy for the shelter)? Native Dogs, Arctic fox, Musk ox, reindeer, wolves, Brown bears, eagles, seals? Times of day: Norway experiences some amazing displays of the Northern Lights, so why not have an encounter to view them? Additional equipment could include flashlights and glow sticks, Signal Flares (Fired and loiter on a parachute to illuminate an area) but not Night Vision Goggles. Spotting a wolfs eyes in your torchlight could be a chilling experience!! Vehicles: there are plenty of abandoned cars and trucks, why not Hotwire one (Or find a bunch of keys in a nearby building?) to get across the map quicker. Fuel could be limited, add more to go further. Keys get instant activation, or take longer to Hotwire with wire\nails etc? Shelter interaction: I would love to take my boat out on the water to a) catch some fish and b) row to the oil rig! I would also love to play the arcade game!! Vigor Playlist: share the Vigor Score/soundtrack on Apple Music, Spotify etc so I can listen to Vigor mood music when not playing. That’s all for now. I’ll await your feedback before I add more comments/suggestions. Keep up the great work. Best regards DaddyBaz
- 3 replies
-
- 1
-
- map selection
- clothing
- (and 12 more)
-
XIM - X's Immersive Music https://steamcommunity.com/sharedfiles/filedetails/?id=2127841273 https://github.com/x-00010/XsImmersiveMusic Please note - this mod is in the early stages of development. There are likely very many bugs. The mod is likely not compatible with certain scenarios, such as NMD sandbox. We are not sure why. However, it is tested to work on Vindicta and Antistasi. Use at your own risk. Features Uses almost every single track in Arma 3 Plays calm music when daytime, and all is quiet Plays stealthy music at night time, when raining or foggy Plays combat music when the AI is shooting Syncs the currently playing track with your squad Allows you to skip the current song via the ACE self interaction menu (must be squad lead) Displays the currently playing song with a nice looking message Works in singleplayer, non-dedicated and dedicated. Examples You're in a nightime OP with your team, making your way to assault a major enemy stronghold? How about some Canton Protocol? You're in the middle of an intense firefight, with a friendly IFV wreaking havoc in Zaros? How about the This is War Marksmen DLC remix? You're just chilling at base with the lads, without much going on? Try Fighter Jets. Note This mod simply runs whenever you connect to a server, no setup or anything needed. However, all the clients and the server need to be running the mod. Thanks! Thank you to everyone in the Arma 3 discord, namely Lou and Dedmen, you guys were a huge help! Thanks to Wietse as well, we actually have the server side code :) And finally, thanks to chief22, who allowed me to look through his addon mood jukebox to help me create the foundation for this mod. Any questions? Ask 'em down in the workshop comments and I'll do my best :) Cheers lads.
-
Adaptive Music Mod for ARMA 3 (Standalone Mod)
cheif22 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello all, Welcome to an adaptive music mod for ARMA 3 that I have revived and can no longer find on ARMAHolic or BI Forums. Some of you might have seen the Mood Jukebox mod that I have posted a while back. That mod might be getting another update if corrections can be made. This mod is designed to be an adaptive experience giving the right music at the right time (as much as ARMA programming goes). You will be able to start out with some low key tracks and then some hyped-up songs when in combat and revert back. Maybe some spooky feelings when the fog sets in. This mod has been originally created as a map script by Niklas Brettschneider and has been sitting on my hard drive for years. I have made this mod completely independent of any map scripting and will work on any singleplayer or multiplayer scenario. This mod will give you the following moods: - Day and night time playsets. - Fog playset when player enters fog levels over 30% - Skydiving playset when above 100 meters over a surface. - Enter any vehicle and get a non-combat playset for driving. - Combat playsets for on foot and in vehicles. (So getaway songs are a thing if someone is firing at you :O) If you have the debug mode on in the mod, you will get the following error on the mission load. The only error is a no debug box error on mission start when the debug parameter is set on. There is still a debug box though which will tell you what mode and song is playing. Subscribe to this mod on Steam For the version with a hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105618121 For the version with no hud: https://steamcommunity.com/sharedfiles/filedetails/?id=2105629270 You can tear apart this mod and create custom music packs. If you want a blank slate, here is a copy that you can download: https://drive.google.com/file/d/1tGb2CJDStTKgAbyEUrrXY_2gMFqJ47GM/view?usp=sharing Blank slate mod upload date: 5-31-2020 Please keep in mind, if you do repost this. Make sure you follow Workshop guidelines and credit my workshop page and original creator of the script. The current music in the mod is the OST tracks from Modern Combat 3 a mobile game developed by Gameloft back in the day. The music has not been picked up on youtube as copyrighted material and is clean to use. Possible upgrades I might do for this mod: - Add a rain playset array. - Add possible naval and flight music set array. - Remove dependency on CBA if I find a viable method. - Possibly add a playset when you enter a town or an area with more than 4 buildings. Required Addons: CBA 3: http://www.armaholic.com/page.php?id=18767 https://steamcommunity.com/sharedfiles/filedetails/?id=450814997 Preview Video Video on how to replace music. The guide document shown is included in the mod. Update - 5-23-2020 - Fixed the song change when exiting Vehicle. Songs will immediately change to the correct category. -
sound Mood Jukebox - Arma 3 Adaptive Music
cheif22 posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Welcome to the Adaptive music mod known as Mood Jukebox. This mod will allow music to play on the start of a mission and will adapt to the scenario you are in. This Adaptive music mod is based on a stress level system which is managed by how many gunshots/bullets are going in the vicinity. From my testing, it seems to decrease the stress either by eliminating all enemies in the surrounding block or getting a long distance away from the enemy. I find it nice for the combat music to still be playing when trying to finish clearing buildings to build tension if the last guy is still around. No map modules or scripts needed to start which makes this script a ton of fun to use when doing some of the workshop based scenario that needs some "UMF" to it to kick start the action. This mod is multiplayer compatible as long as CBA 3 is permitted and allowed (life servers may be difficult to use on, if they require CBA 3 then it may be an exception). (Demonstration Video here) I have posted these mods on Steam for now. I don't know about ArmaHolic right now but I can leave a Google Drive link for the time being. Google Drive Link (Contains both): https://drive.google.com/file/d/14-ADjm04lzwZFVi3_NVH_ndOP-iVyPY9/view?usp=sharing Steam With Debug Window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777807089 Steam No Debug window HUD link: https://steamcommunity.com/sharedfiles/filedetails/?id=1777898611 The current selection of songs is completely safe to use on streams and "should" not be recognized when played. (proof of songs not detected in a video I did a while back: https://youtu.be/JIXmkoB9A8g). !!NOTE!!: I have no problem with people changing the music in the mod to update/change your assortment of songs so have at it :). I will provide a tutorial video on how to change the songs on the picture section and it will require "WORK". Also, a Readme file placed in the mod will have the same set of instructions and a template of the format. Current Bugs: - A black window showing an error on line 15 of the script called main.sqf (everything is working correctly, just wait 20 seconds and it will disappear) - This mod is compatible to use on servers without any prereqs but it will not restart the script after respawn or being revived. - I have noticed at times, probably if the audio sources max out, the music may not play ... I cannot conclude if that is the problem since the Config and file audio files are there in the correct place. !!!!!!!! CALLING ALL MODDERS!!!!!!!! I am asking for help from any modder's and helpers to help with this mod! I am still trying to figure out this issue with the mod not being able to restart the music after a respawn or after going down. Any assistance is appreciated. As well as helping with creating a server key. My knowledge of Arma 3 modding is limited but I do hope that there are people that are willing to help make this mod succeed. PLEASE LEAVE ANY INTEREST IN HELPING IN THE CALLING ALL MODDERS FORUM PAGE ON THIS WORKSHOP PAGE OR ON THIS FORUM POST. thanks. This is the Real author (Scifer) description of the script/mod addon. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 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 Arma3 into a completely musical game. Features: 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 10. Units Detection: When you spot enemies, their threat is proportional to how much you know about them. Then the stress level increases towards "tension" mood 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 scene. 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 customize which MoodJukebox data and music data are displayed. Dynamic fading: Music volume dynamically drops as stress level approaches a change of mood. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Please, If you decide to make a separate mod upload. BE SURE TO LINK THE MOD BACK TO HERE IN THE MOD DESCRIPTION PLEASE AND GIVE CREDIT TO WHERE IT IS NEEDED! Help Make this mod succeed! please like and share! Please comment on any ideas or feedback. I will do the best I can to reply to questions. Anything related to interest in helping, please go to the Calling All Modders link and ask to see what can be done. Thanks, and enjoy 🙂 Cheif22 -
unsung [WIP] Scenario for Unsung - Copyrighted music How ?
DanSteph posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Hi all, I'm making a scenario for Unsung mod on Prei map and have included three musics from Vietnam era like "Fortunate Son" and "boonie Rats". I tried to get the authorization for publication but it's not about hundred $ but thousand $$$ and very long delay. Now my question: -If I publish on steam without the music, would a download link with the "music pack" available "separately" be possible ? The ingress run on AI heli was recorded, the base look great, the music add a great touch and copyright free songs aren't as great as those I mentioned (or I didn't found great one) Much thanks for any advice. -
Hey there, I have an inquiry as to trying to find some music for a campaign I'm working on. I wanna find a song for the intro cut-scene that has a similar tone and feel as Anthropic Universe from the COD:IW OST. Does anyone know where I could find something like it?
-
Music and sounds from DLC - are available only to DLC owners or to all?
Rydygier posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Meaning - if I make a script, that plays a sound or music track origining from a DLC, would it play for the one, who doesn't own that DLC, or he'll see only error message about not existing sound/music classname? -
NIGHTWING Part 1 Made by - Kwire Your objective is to find a Pilot of a A-10 that crashed about 30 minutes after you passed out. You've been passed out for about 1 hour after a group of FIA and CSAT ambushed the NATO convoy you were in. You're the only that survived in the ambush. Once you woke up you find yourself in the small town of Goisse. You find your self a weapon in front of you. FIA and CSAT invaded almost the whole island of Malden. Try to find Intel on Nightwing once you do, Go and find if he is dead or alive. Mission takes about 15-25 minutes to complete. Note: This is my first mission I've made. So bare with me Adds - Custom Sounds, Custom Music Special thanks to ALIAS for his scripts! Make sure to increase music volume so you can get the full effect of the atmospheric music! Youtube Trailer link Steam link MP Version link Download size ~56mb
-
Hello forum, I am not sure if this is the right forum to ask but I have been searching everywhere without success. I am looking for the name of the song (or a youtube link/file URL) that is triggered when playing the Keystone-Mission when crossing the road. In this playthrough you can here it The video starts at 11:00 where the main theme of the song plays although the song's beginning is roughly 40s earlier. I hope someone can help me <3
-
I have composed the soundtrack for a few scenarios, but I am looking to grow my skills and my audience by composing for other mods/scenarios. I am well versed in music stuffs, and my strengths include rock with a classic sound, orchestral, and some jazz thrown in for good measure. I don't have to do everything all at once however. I'd really like to do something similar to some of the pieces listed below. Here are some links to the music I have made for mods: Here are the links to the mods, respectively: http://steamcommunity.com/sharedfiles/filedetails/?id=1316532591 http://steamcommunity.com/sharedfiles/filedetails/?id=1253858447 http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608. I have other music on my Soundcloud, please sample my work if you are interested. Send me a message if would like to discuss music for your mod/scenario.
-
I have a music loop eventhandler set up in a trigger. It works fine the code is: 1 fademusic 1; ehID = addMusicEventHandler ["MusicStop", {playMusic ["Track2", 2];}];playMusic ["Track2", 2]; And upon Deactivation it fades the music to 0. Works good. However. I have various other triggers on objective zones which fade back in the music using different tracks. Those work fine too but after they finish playing the music is still at fade 1 and it resumes the eventhandler for the loop. So basically I want this loop to only function inside of this trigger. How do I terminate this loop upon deactivation and will it reactivate on a repeatable trigger as it should after deactivation? Any help is greatly appreciated. For anyone wondering its for a type of safe house like Resident Evil style where you enter it and your cozy warm piano loop plays and reassures you that everything is going to be alright. ;) So it needs to be repeatable in and out type of deal. Thanks.
-
Problem with triggers and music on dedicated server
Ulfgaar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello folks! I've just recently taken upon myself to make a vanilla mission for steam workshop again. I've been enjoying myself a lot while doing this - however, one little thing is really anoying me right now. When using triggers, i also have them from time to time play some of the music that is in the game - to "set the mood" so to speak, which is great for certain situations. Im not talking about custom sound files that i've added myself, but the music comes with the game itself. When testing on singleplayer (through the editor) or when hosting multiplayer (also through editor) - they fire as they should, and the music is played. The problem however is that when i've now moved the .pbo file to my dedicated server - the triggers fire alright, as the mission progresses as it should - but there is no music at all. Those music "snippets" really puts the little "extra" into the mission - and i have no clue on why they dont play on dedicated servers. I usually make missions for my group, using quite a lot of mods - and im doing the same there, except - on modded missions, the music actually plays - even on dedicated server. Anyone experiencing anything similar, or have a solution for me on this? Since its just the unmodded vanilla game, i just have no clue on why its not working. //Ulfgaar -
EDIT: Just found out that there's a config and mod section, that was my bad and I'm sorry for posting it in the wrong section.
-
Music Trigger During A Lull In Combat
Starker posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it possible to trigger music to play after a certain amount of time has passed without any combat? Would it be possible to make the music stop as soon as combat begins again? I have never heard of something like this being done, but I think it would significantly contribute to the atmosphere of my missions. It would reduce the bored of long walks and build tension. I also think that music during combat is distracting. Any feedback would be very appreciated. -
Soundtracks are nice component for gameplay, of course for Arma series too. If you are a hardcore Arma player, you may have most favorite soundtrack. In this thread vote a music, discuss what is the best, and promote your best! You can vote over 280 musics from Operation Flashpoint: Cold War Crisis (Arma: Cold War Assault), Arma: Armed Assault, Arma 2, Arma 3, Take on Helicopters, Iron Front: Liberation 1944 and their DLCs. Vote form: https://docs.google.com/forms/d/e/1FAIpQLSdp03V_ra8gTi-36n6KdqKxTVAk3ZoF3Yh705KlcFaBlKeDPg/viewform Analytics: My favorite is 12 - Paradise On Earth from Arma. What is yours?
-
Love Metro 2033? Love the work we are doing?!? We are Recruiting! We are looking to expand our Mod Team. We need: -Modders -Artists -Music Creators -Graphic Artists -Animators -Film Makers -Scripters/Programmers -Server Admins and Knowledge of Server Processes. Any knowledge of Arma modding would be beneficial really! Do not worry, We are happy to teach newcomers the steps of modding, so please do not be put off if you feel you have no experience. If you can help and you are interested. Please send me a private message with: - Your Name. - Date Of Birth. - Spoken Languages. - Short Profile about yourself. - Any Experience or Skills you may have. For more information go to www.armetro.tk ! Here is a trailer of our project!
-
I created a script that analyses the current scenario and plays in-game soundtracks switching between tension, darkness and truce moods automatically. Now I want to play local soundtrack files in VLC triggered by this script. How can I send any output so VLC scripting catches it and start playing new tracks accordingly? Thank you!
-
Sorry for the repost, I know this has been discussed before, but I have tried five different step by step tutorials, and have not been able to get music to play in my mission. I just want to add a few custom songs for the mission's music. Can anyone assist? Many thanks in advance.