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Author Topic: Ambicient music  (Read 1035 times)

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DEAD RABBIT

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Ambicient music
« on: 14 Dec 2004, 18:40:01 »
Does somebody know of a mission that uses ambicient soundtracks?

With "ambicient", I mean that a soundtrack will be played according to the situation the player is in. Like when he is hit, a 'heavenly' soundtrack is played.

I am just asking this, wondering if there is some mission that already uses this type of thing. I made a mission using this kind of system (home made scripting) and it totally kicks ass (if you use the right music :afro:)!

djackl

  • Guest
Re:Ambicient music
« Reply #1 on: 14 Dec 2004, 18:45:00 »
Shouldn't this go in the cutscene/music section rather than the general section?

bored_onion

  • Guest
Re:Ambicient music
« Reply #2 on: 14 Dec 2004, 19:40:12 »
um, best i can think of is using eventhandlers and conditions. so you have an event handler that goes something like:

Code: [Select]
player addeventhandler ["killed",{playmusic "heavenlytrack"}]
or

Code: [Select]
? getdammage player <0.5: playmusic "Runforyourlife"
or something like that... there is a way to count the number of dead using the count command and do something accordingly but the syntax for that escapes me currently ???

DEAD RABBIT

  • Guest
Re:Ambicient music
« Reply #3 on: 14 Dec 2004, 20:01:10 »
Yea, I do use eventhandlers like Hit or Fired with some extra conditions. Not Killed, because that somehow can bug the death scene. Though you could customize it completely.

Like:

Code: [Select]
;;init.sqs

deadteammates = false

? local player : [] exec "deadteammates.sqs"

exit


Code: [Select]
;;deadteammates.sqs

#start

_size = count units group player
_factor = 0.5

_consize = _factor * _size

@({alive _x} count units group player <= _consize Or not alive player)

if (not alive player) then {exit}

playMusic "deadteammates"

deadteammates = true

~(soundtrack length wait time)

deadteammates = false

goto "start"


The 'deadteammates' condition is used in the other scripts for starting soundtracks to prevent the one soundtrack overlapping the other one without warning. I also use 'fadeMusic' command to enhance the whole.

Offline Triggerhappy

  • Contributing Member
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  • Llama, it's what's for dinner.
Re:Ambicient music
« Reply #4 on: 14 Dec 2004, 22:23:56 »
Bored_onion:
2 things:
1) if you are using getdammage, you would want it to be:
?getdammage player > .5
a person at full health has a getdammage of 0

2) ?count units group player < 3:playmusic "We'reFUBAR!!"
« Last Edit: 14 Dec 2004, 22:25:14 by Triggerhappy »

Offline General Barron

  • Former Staff
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  • Semper Fi!
Re:Ambicient music
« Reply #5 on: 15 Dec 2004, 03:33:10 »
My Combat Patrol mission (link in signature) does a little bit of this. Basically, I play music when you contact the enemy. If the enemy surprises you, one type of music is played; if you surprise them, another song is played. I also have a custom death sequence, which is always nice. Your teammates cry out when they are killed, and if they die next to you, a little cutscene is played in slo mo.

Unfortunately, not everyone likes music when they are playing though, so it is good to add an option to disable it.

HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!

bored_onion

  • Guest
Re:Ambicient music
« Reply #6 on: 15 Dec 2004, 19:03:47 »
Code: [Select]
a person at full health has a getdammage of 0
it wasnt a question of knowing that, it was a question of typing the right key :P