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Author Topic: How makes the police cars using sirens?  (Read 3253 times)

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Offline M!StAkE id11479

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How makes the police cars using sirens?
« on: 28 Nov 2008, 15:04:55 »
Hi all,
if im not crazy its possible to make the police cars using sirens without addons or external files than the original game, im wrong or i forgeted the command line, can someone tell me? (in a "find the killer" map without addons i saw police cars using sirens)

Thanks in advance  :D

Offline savedbygrace

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Re: How makes the police cars using sirens?
« Reply #1 on: 29 Nov 2008, 06:11:14 »
I don't remember ever "hearing" the sound of a siren in any of the three campaigns, or SP missions. Actually, I don't even remember seeing the light flash on the only vehicle with a strobe, The resistance 4X4 jeep. If you heard or saw a siren it may have been created with particle effects and a sound file that the author incorporated into one of his scripts or attached to his vehicle. If you could post the mission or provide a link, we could open it up and take a look at it.

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #2 on: 29 Nov 2008, 11:59:28 »
mmh
You are prolly right, i tought it was a sound in the game roots...
Ill try to refind the map but it will be hard i guess, and i have erase all my mpcache some weeks ago! :(
If i find the mission then i will need no help for add the sound files and use the script, but if i cant find it can you help me for find and use one? (im making coops for Ofrp mod and i like make realist conditions, the police cars help the french army to track a spetnatz commando and the sirens will be very welcomes for adding stress and ambiance)

I saw a little "book" of sound in the game long ago, with lot of sound effects used by Bis, i dont know how its called but it look a little html or pdf book with lot of pages in alphabetical order and lines with sound names and locations for use them in game (in ogg format?), if you know of what im talkin can you link me the book?)

Thanks for your help!  :D
« Last Edit: 29 Nov 2008, 12:11:39 by M!StAkE id11479 »

Offline Acecool

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Re: How makes the police cars using sirens?
« Reply #3 on: 29 Nov 2008, 21:55:36 »
The serial killer maps have an option to turn the flashing lights on... no siren but the lights work..

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #4 on: 29 Nov 2008, 22:24:18 »
In one i saw sirens + lights... (the siren can be a simple sound files added in game as a song, but i dont know where find one)  ;)
By the way i dont know how activate the lights, i mind about it only now: i thougt it was an Bis ofp script making lights working with the siren, but now i realize i need the lights too!  >:( )
« Last Edit: 30 Nov 2008, 01:56:54 by M!StAkE id11479 »

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #5 on: 06 Dec 2008, 15:32:02 »
I have find the serial killer map but unfortunaly i cant copy the whole script cause its in lot of parts and i dont know what exactly i need for my mission in...
Then i copied the sound file called "Martinshorn.ogg" that i placed in a folder called "sound" in my mission folder, i added a description.ext with as text:

class CfgSounds
{
 sounds[] = {};   
  Martinshorn
  {
   name = "Martinshorn";
   sound[] = {"\sound\Martinshorn.ogg", 1, 1};
   titles[] = {};
  };


...and when in the editor i try:   copcar say "Martinshorn" (or my guy, or another guy) nothing happend and ofp return:  sound Martinshorn not found
it looks that everybody have a prob with sound files the first time and i cant find the prob for mine, help me please!  :(
(i save and reload the missions for each new try, i know the prob)
« Last Edit: 06 Dec 2008, 15:41:26 by M!StAkE id11479 »

Walter_E_Kurtz

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Re: How makes the police cars using sirens?
« Reply #6 on: 06 Dec 2008, 18:10:34 »
The definition for Martinshorn should fall under the Class Martinshorn:
Code: [Select]
class CfgSounds
{
sounds[] = {};   

class Martinshorn
  {
   name = "Martinshorn";
   sound[] = {"\sound\Martinshorn.ogg", 1, 1};
   titles[] = {};
  };

};

(and don't forget the }; needed to close the CfgSounds).

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #7 on: 06 Dec 2008, 19:35:45 »
Still not working! :(
I have read that if the sound file is too small (under 10 seconds) it dont work in ofp, do you think this one is small? (36 ko)
Maybe its cause its a siren and it need a script for repeat the sound cause its too short sound?
Look what the guy maked for his "find the serial killer" map >>>



*********************(in a file called "description"):**********************

Code: [Select]
respawn=3
respawndelay=15

onLoadMission = "FIND THE SERIAL KILLER 2003[EN]";

disabledAI=0;

titleParam1 = "Spielzeit:";
valuesParam1[] = {10000, 300, 600, 900, 1200, 1500, 1800, 2700, 3600, 7200};
defValueParam1 = 10000;
textsParam1[] = {"Unlimited", "5 Min.", "10 Min.", "15 Min.", "20 Min.", "25 Min.", "30 Min.", "45 Min.", "1 Hour", "2 Hour"};

titleParam2 = "Day Time";
valuesParam2[] = {300, 575, 1550, 1800};
defValueParam2 = 1550;
textsParam2[] = {"3:00am Night", "5:45am Morning", "3:30pm Day", "6:00pm Evening"};

class CfgSounds
{
sounds[] =
{
UScore, RScore, UCapture, RCapture, Martinshorn
};
class UScore

{
name = "UScore";
sound[] = {"UScore.ogg", 1, 1.0};
titles[] = { };
};
class RScore

{
name = "RScore";
sound[] = {"RScore.ogg", 1, 1.0};
titles[] = { };
};
class UCapture

{
name = "UCapture";
sound[] = {"UCapture.ogg", 10, 1.0};
titles[] = { };
};
class RCapture

{
name = "RCapture";
sound[] = {"RCapture.ogg", 10, 1.0};
titles[] = { };
};
 
        class Martinshorn
{
name = "Martinshorn";
sound[] = {"Martinshorn.ogg", 0.3, 1};
titles[] = { };
};
};


************************(in a file called "blaulicht"):************************

Code: [Select]
;*** Variables-Generator by Patrick Mueller, aka Duke Dax. Copyright 2003 Patrick Mueller ***

;*** Verwendung dieses Skripts und zugehöriger Skripte nur bei Erwähnung des Autors und des Copyright im Briefing ***
;*** Auszugsweise Verwendung dieses Skripts (insbesondere der Variablen-Generierung) und zugehöriger Skripte nur mit ausdrücklicher Erlaubnis des Autors ***

;*** Utilization of this script and accompanying scripts, on condition that the author and copyright will be mentioned in briefing ***
;*** Utilization of parts of this script (in particular the generation of the variables) and accompanying scripts, on condition that the author gave his agreement consent to that ***

;email: mueller.patrick@web.de



If (Format ["%1",DAX_Server] == {scalar bool array string 0xfcffffef}) then {DAX_Server = _this select 0; DAX_Variablen_erstellen = {private ["_string","_i"]; _string = _this; _i = 0; While {(format ["%1",(call Format ["%1%2",_string,_i])] != {scalar bool array string 0xfcffffef})} do {_i = _i + 1}; call format ["%1%2 = """"",_string,_i]; _result = [_string,_i]; _result}}
If (Format ["%1",DAX_PlayerAlive] == {scalar bool array string 0xfcffffef}) then {DAX_PlayerAlive = alive player}
_object = _this select 1
_pos = [-0.9,-1,0.65]
_string1 = "DAX_Blaulicht_Object"
_string2 = "DAX_Blaulicht_Status"


#Start
_timer = _time
@_time > _timer
_timer = nil
?!DAX_Server : Goto "Client"


#Server
_result = []
_result =  _string1 call DAX_Variablen_erstellen
_var_string1 = Format ["%1%2",_string1,_result select 1]
call Format ["%1 = _object; publicvariable ""%1""",_var_string1]
?!DAX_PlayerAlive :  _pos = nil; _string1 = nil; _string2 = nil; _result = nil; Goto "Server2"


#Client
~2
_i = 0
while {call Format ["%1%2",_string1,_i] != _object} do {_i = _i + 1}

_var_string1 = Format ["%1%2",_string1,_i]
_var_string2 = Format ["%1%2",_string2,_i]
_string1 = nil
_string2 = nil
call Format ["%1 = false",_var_string2]


#Blaulicht
_object removeaction _switch_off
_switch_on = _object addaction ["Signals on","signalson.sqs"]

@call Format ["%1",_var_string2] OR !alive _object

?!alive _object : Goto "Ende"
_object removeaction _switch_on
_switch_off = _object addaction ["Signals off","signalsoff.sqs"]

#Blaulicht2

drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.70

drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.70

?call Format ["!%1",_var_string2] : Goto "Blaulicht"
?!alive _object : Goto "Ende"
?speed _object > 20:_object say "Martinshorn"

drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.70

drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.15
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
drop ["koulesvetlo", "", "Billboard", 1, 0.075, [-0.9,-1,0.65], [0,(speed _object)/3.6,0], 1, 1.275, 1, 0, [1, 1, 1], [[0, 0, 1, 1], [0, 0, 1, 1]], [0], 0, 0, "", "", _object]
~0.70

?call Format ["!%1",_var_string2] : Goto "Blaulicht"
?alive _object : Goto "Blaulicht2"



#Ende
_object removeaction _switch_on
_object removeaction _switch_off
call Format ["%1 = nil",_var_string1]
call Format ["%1 = nil",_var_string2]
exit



#Server2
@!alive _object
call Format ["%1 = nil",_var_string1]
exit

**************************(in a file called "signalon"):**********************

Code: [Select]
_object = _this select 0
_string1 = "DAX_Blaulicht_Object"
_string2 = "DAX_Blaulicht_Status"

_i = 0
while {call Format ["%1%2",_string1,_i] != _object} do {_i = _i + 1}
call Format ["%1%2 = true; publicvariable ""%1%2""",_string2,_i]
exit


**************************(in a file called "signaloff"):**********************

Code: [Select]
_object = _this select 0
_string1 = "DAX_Blaulicht_Object"
_string2 = "DAX_Blaulicht_Status"

_i = 0
while {call Format ["%1%2",_string1,_i] != _object} do {_i = _i + 1}
call Format ["%1%2 = false; publicvariable ""%1%2""",_string2,_i]
exit

*********************************End********************************


- I put the signals scripts too if you need but i will not use, i need only the sound*
- In game you have to active "signals" from action menu for have siren when you advance with your police car, the lights works only if you use the classics lights**

« Last Edit: 06 Dec 2008, 21:20:51 by Planck »

Walter_E_Kurtz

  • Guest
Re: How makes the police cars using sirens?
« Reply #8 on: 07 Dec 2008, 01:44:58 »
Without hearing it, it is difficult to judge. It will certainly need a script to repeatedly Say the sound, as the game engine won't loop it of it's own accord.

Try this test:
1. Create a new mission on desert island and place your playable soldier.
2. Save it as "soundtest"
3. copy the sound file (\Sound\Martinshorn.ogg) and Description.ext into \...username...\missions\soundtest.Intro.
3b. (You may need to exit the mission editor, re-enter and re-load soundtest).
4. Create a trigger very close to the player: Radio Alpha, repeatable
4b. Edit the Effects, select Sound -> Anonymous and if you scroll to the bottom, you should find Martinshorn.
4c. (If you don't see it, you have a problem).
5. OK everything and preview the mission
5b. Every time you enter 0-0-1, you should hear the sound Martinshorn.

6. Place a Police Jeep, name it jeep1.
7. Create another trigger: Radio Charlie, repeatable and onActivation: jeep1 say Martinshorn
8. Retest. Enter 0-0-3 and walk around the jeep - the sound should emanate from it.

Now you just have to figure out a script that will loop the sounds as and when necessary. If it's only for human policemen this should be fairly easy:
Option 1 - add an eventHandler to each police jeep, so that when someone boards they have the option, through addAction, to turn the siren on.
Option 2 - run a script for each player (or policeman) that checks if they've boarded a vehicle, then check if that vehicle is a police jeep and if so addAction the option to turn the siren on.

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #9 on: 07 Dec 2008, 13:36:10 »

Here i am:

>>> "4c. (If you don't see it, you have a problem)."

:(

I dont stand the prob cause i make ALL needed things and i tried with biggest sound files i found in another ofp missions!

I add in my "soundtest" mission folder:

- a file named "description.ext" with:
Code: [Select]
class CfgSounds
{
sounds[] = {};   

class Martinshorn
  {
   name = "Martinshorn";
   sound[] = {"\sound\Martinshorn.ogg", 1, 1};
   titles[] = {};
  };

};

- a folder named "sound" with 1 ogg file in called "Martinshorn.ogg" ( i tried bigger sound files, i keep this one for exemple)
- i go to ofp editor, when i am in i load the mission "soundtest", once im in i save first, then by paranoia i quit editor and reopen it for reload the mission and here only i put the censor beside my guy and i dont see the damn sound in my 4 different ofp sound effects, only the classic stuff.
I tried too to save the mission in solo missions once i have done all of it, its same with *Myguy say "Martinshorn"* in censor's activation...

W.T.F. ?   :shhh:

(the only one possible prob i imagine is about my description.ext file: its in Notepad format when i see another format for the missions i unpbo, but for create or modify one i need to use Notepad, is it a prob?)
Thanks for your time guys, now its been 1 week that i dont end my mission cause of it, and now i want to know whats wrong!!!
« Last Edit: 07 Dec 2008, 13:48:18 by M!StAkE id11479 »

Offline Planck

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  • I'm never wrong ....I'm just not always right !
Re: How makes the police cars using sirens?
« Reply #10 on: 07 Dec 2008, 14:33:49 »
I seem to recall that custom mission sounds must go in a folder called sounds (not sound) inside the mission folder.

So, "\sound\Martinshorn.ogg" would be "\sounds\Martinshorn.ogg"

I might have a faulty memory though, and even so it might make no difference.   :dunno:


Planck
I know a little about a lot, and a lot about a little.

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #11 on: 07 Dec 2008, 15:49:28 »
IT WORK NOW!!!  :D

Here was the mistake:

When i maked my "description.ext" file i had do it by Notepad and named it "description.ext" lol, this time i copied another description.ext and only modified it with Notepad, then its still an true "ext" file but only named "description" and it work!!!

When you make a "description.ext" its better to know how make a real one or to copy and modify one working from another mission, dont CREATE your "description.ext" with notepad, you can use notepad for MODIFY a real "ext" file but not create one! (maybe it was evident for some peoples but really not for me as i often used notepad for make little scripts!)

The sound play only once = 1 siren scream only, then i repeat it each 5 seconds for each police cars when they start or pass a city with way points, for this mission i dont need long siren, whatever its boring*

Your words not helped me but guided me for find the prob Planck...  :yes:
Thanks for your time guys!  :good:
« Last Edit: 07 Dec 2008, 15:53:37 by M!StAkE id11479 »

Offline Planck

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  • I'm never wrong ....I'm just not always right !
Re: How makes the police cars using sirens?
« Reply #12 on: 07 Dec 2008, 16:13:00 »
Notepad is perfectly ok for making a description.ext file, this file is just a text file really.

What might have happened is when you saved from Notepad it was set to save as type 'Text Documents (*.txt) and therefore ended up being saved as description.ext.txt, you would not notice if you have the displaying of common file extensions switched off.

What you needed to do was switch to saving as type 'All files', then it would save using the supplied filename.


Planck
I know a little about a lot, and a lot about a little.

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #13 on: 07 Dec 2008, 21:46:56 »
Roger!
I see how do it now...
Thanks ;)

Offline PSPSoldier534

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Re: How makes the police cars using sirens?
« Reply #14 on: 14 Dec 2008, 20:29:25 »
Always a problem on the 1st time ; ).

Offline M!StAkE id11479

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Re: How makes the police cars using sirens?
« Reply #15 on: 14 Dec 2008, 21:27:35 »
Always a problem on the 1st time ; ).

I saw that coming lol (ofp work well but i was close to being mad cause of this horrible mistakes sometimes!)  :D