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Found 19 results

  1. 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 ­čÖé Cheif22
  2. 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.
  3. 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?
  4. 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?
  5. 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
  6. GregWelt

    APEX Keystone Mission - Music

    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
  7. 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.
  8. 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.
  9. 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
  10. CreativeProduct

    Delete please.

    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.
  11. 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.
  12. 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?
  13. 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!
  14. 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!
  15. 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.
  16. 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.
  17. I'm working on a mission that doesn't have re-spawns and designed for quick firefights. My intention is to design a mission for a dedicated server with the following: If all Blufor (players) are killed, failure If time runs out, failure If all Opfor units are killed, victory Notify all players (even dead) when there is one player remaining Notify all players (even dead) when there is one enemy remaining have the same number of units and type of unit on the enemy side, i.e. 1 autorifleman blufor and 1 autorifleman opfor (shown in the initServer.sqf is already working) My experience with multiplayer scripting is limited and I'm struggling to understand why it works in local hosted multiplayer (as the host alone) but not on dedicated servers, issues include: After starting the operation using the action (see flowgraph) the LastMan.sqf will start running immediately, even with 2 blufor players Server, after starting the operation using the action, will stop updating unit positions and AI will not react. All players except yourself are running in place, coupled with sudden spikes in framerate loss when initially activated and unable to kill enemies. Enemies don't react to being shot or standing directly in front of them even. this problem isn't present on the locally hosted Possibly an issue of the server ending the mission locally but not for clients (just a guess)? Mission must still be working enough to continue the countdown timer, mission fails properly when timer reaches zero Maybe I should be getting rid of triggers entirely? But it always seemed like they synced across multiplayer better Using the trigger and (count Thislist < 2) is that when all remaining players enter one vehicle, it counts as one unit and starts the trigger Tried using setting the triggers to server only and using Bis_fnc_MP but led to the mission immediately ending upon starting the operation action Code Flowgraph Mission Source https://drive.google.com/file/d/0B85GbOCq33caWlhHNW1KcENzV00/view?usp=sharing Thanks for the help on this issue
  18. I have a static radio which I would like to play music I added. I searched around, but I can't find anything that works in Arma 3. What is the best way? -I have 13 .ogg files (music) -I would prefer an option to turn the radio on or off. -Music should sound only from the static object.
  19. How to reduce Vehicle Sound when music play? I make a intro to my MP mission, when intro start, music will play. But my vehicle (helicopter)'s sound too loud, so, when everybody is in the heli, they will hardly to hear music. I try to use fadeSound, but it not work. Can you guys help me? Thanks^^
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