Home   Help Search Login Register  

Author Topic: Music addon  (Read 1216 times)

0 Members and 1 Guest are viewing this topic.

.357 SIG

  • Guest
Music addon
« on: 16 Sep 2002, 11:04:38 »
I was trying to create a music addon, here's what I did:
I created a 'bhd.pbo' which included one ogg filed called bhd.ogg that was put in 'music' subfolder. Then i wrote this config:
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot            0// dummy weapons
#define WeaponSlotPrimary      1// primary weapons
#define WeaponSlotSecondary   16// secondary weapons
#define WeaponSlotItem         256// items
#define WeaponSlotBinocular   4096// binocular
#define WeaponHardMounted      65536

class CfgPatches
{
   class BHD
   {
      units[] = {};
      weapons[] = {};
      requiredVersion = 1.01;
   };
};
class CfgMusic
{
acces=1
tracks[]=
{
BHD
};
class BHD
{
name = "Leave No Man Behind"
sound[] = {\bhd\music\BHD.ogg, db+50, 1.};
};
};

However wit no relult  ???
Anyone has a clue how to create a music addon or if it's possible at all?

Commando

  • Guest
Re:Music addon
« Reply #1 on: 17 Sep 2002, 13:14:59 »
I think you should be able to make a object, like a radio that plays a music or sound the same way like when you start the engine on any vehicle theres some kind of ambient sound.
Broomm.. Im no addons expert but I think it could be done
by when you get to the radio ingame and press "on radio" in the action meny it should start the music..

Thats all I wish you best of luck with your addon, I think itwould be cool if you could send me messenge if you make a working addon of that kind.

Offline CapMorgan

  • Members
  • *
  • OFP fan
    • Cazadores de monte
Re:Music addon
« Reply #2 on: 20 Mar 2003, 19:10:12 »
well, this is really old.
I was digging searching for some data and here i am... ;D
This is a cpp model for a music addon:

// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

// type scope
#define private 0
#define protected 1
#define public 2

#define WeaponNoSlot 0// dummy weapons
#define WeaponSlotPrimary 1// primary weapons
#define WeaponSlotSecondary 16// secondary weapons
#define WeaponSlotItem 256// items
#define WeaponSlotBinocular 4096// binocular
#define WeaponHardMounted 65536

class CfgPatches
{
class MYTRACK1
{
units[] = {MYTRACK1};
weapons[] = {};
requiredVersion = 1.46;
};

class MYTRACK2
{
units[] = {MYTRACK1};
weapons[] = {};
requiredVersion = 1.46;
};

class MYTRACK3
{
units[] = {MYTRACK3};
weapons[] = {};
requiredVersion = 1.46;
};
};

class CfgMusic
{
access=1;
tracks[]={"MYTRACK1","MYTRACK2","MYTRACK3"};

class MYTRACK1
{
name="MY TRACK 1 TITLE";
sound[]={"\MYPBO\MYTRACK.ogg",1.000000,1.000000};
};
class MYTRACK2
{
name="MYTRACK 2 TITLE";
sound[]={"\MYPBO\MYTRACK2.ogg",1.000000,1.000000};
};
class MYTRACK3
{
name="MYTRACK 3 TITLE";
sound[]={"\MYPBO\MYTRACK3.ogg",1.000000,1.000000};
};
};