Home   Help Search Login Register  

Author Topic: How to get music to stop  (Read 497 times)

0 Members and 1 Guest are viewing this topic.

Kampfkobold

  • Guest
How to get music to stop
« on: 06 Feb 2005, 23:16:21 »
Hello,

I've started some music to play otherwise it would be too boring the whole Filght from base to targetarea. But how to get the music stop, if I arrive at this area? With a trigger I think, but what I have to write in that?

Thx from Germany,
Kampfkobold

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:How to get music to stop
« Reply #1 on: 06 Feb 2005, 23:20:28 »
0 fadeMusic 0  will turn it off immediately.


From comref:

time fadeMusic volume

Operand types:
time: Number
volume: Number
Type of returned value:
Nothing
Description:
Smooth change in music volume. Change duration is given by time, target volume by volume. Default music volume is 0.5.

Example:
5 fadeMusic 0
« Last Edit: 06 Feb 2005, 23:20:38 by THobson »

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:How to get music to stop
« Reply #2 on: 06 Feb 2005, 23:21:07 »
Try something like:

10 fademusic 0

10 is the time that the music will fade over....so put in your preferred time here.

0 is the target volume.....in this case 0

Default volume in OFP is 0.5

EDIT.......Hmmmmm.........39 seconds THobson

Planck
« Last Edit: 06 Feb 2005, 23:22:11 by Planck »
I know a little about a lot, and a lot about a little.

Kampfkobold

  • Guest
Re:How to get music to stop
« Reply #3 on: 07 Feb 2005, 13:49:47 »
Alright, thanks it's that what I'm searching for.
But now I have another, almost similar problem. I have a Vehicle with a driver. This Vehicle, I've called "V1", has at the Initialize "V1 say "Music1"" and it worked. But how to get that to stop. It isn't music in that sense you can stop it whith your codes, isn't it? So how I can get s.o./s.th. stop to talk without kill him?

Kampfkobold