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[RELEASE] Welcome Messages v2.1 | Intro Music | Easy Config


Gr8

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Doesn't work for me: it doesn't show anything on screen at the beginning. Is there any workaround to know where is the problem?

 

On the other hand:

 

_shorttext2 = "www.my-site>

 

I think that needs to be in that manner:

 

_shorttext2 = "www.my-site";

 

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Doesn't work for me: it doesn't show anything on screen at the beginning. Is there any workaround to know where is the problem?

 

On the other hand:

 

_shorttext2 = "www.my-site>

 

I think that needs to be in that manner:

 

_shorttext2 = "www.my-site";

 

 

OP Updated. 

 

Formatting was bugged because of a forum bug

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Doesn't work for me: it doesn't show anything on screen at the beginning. Is there any workaround to know where is the problem?

 

On the other hand:

 

_shorttext2 = "www.my-site>

 

I think that needs to be in that manner:

 

_shorttext2 = "www.my-site";

 

 

It works now. It was my fault. It was a stupid typo mistake (I forgot the quotation mark of a string value)

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author = "Epoch Mod Team";
class Header
{
 gameType = Sandbox;
 minPlayers = 1;
 maxPlayers = 100;
};
respawn = "BASE";
respawnDelay = 600;
respawnDialog = 0;

onLoadMission= "Epoch";
OnLoadIntro = "Welcome to Epoch Mod";
loadScreen = "\x\addons\a3_epoch_assets\pictures\loadScreen_ca.paa"; 
OnLoadIntroTime = False;
OnLoadMissionTime = False;
onLoadName = "Epoch Mod";
disabledAI = true;
scriptedPlayer = 1;
disableChannels[]={0,1,2,6};
enableItemsDropping = 0;
briefing = 1;
debriefing = 0;
enableDebugConsole = 0;
joinUnassigned = 0;
respawnOnStart = 0;
forceRotorLibSimulation = 0;

corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

class CfgEpochClient
{
	buildingNearbyMilitary = 0; //1 to allow building nearby
	buildingNearbyMilitaryRange = 300; //Define radius of blocked area

	buildingRequireJammer = 0; // 1 = to allow building without a jammer 
	buildingCountLimit = 200; // how many objects can be built within range of a jammer 
	buildingJammerRange = 75; // jammer range in meters 

	class Altis
	{
		blockedArea[] = { //[POS],radius
				{ { 16085, 16997, 0 }, 250 }, //South Telos
				{ { 12844, 16714, 0 }, 120 }, //Soldner Base 
				{ { 3085, 13184, 0 }, 300 }, //Kavalar Carstel
				{ { 13493, 12013, 0 }, 450 }, //Makrynisi (Island)
				{ { 17439, 13165, 0 }, 165 }, //Pyrgorsk Military
				{ { 20084, 6728, 0 }, 55 }, //West of Selakano
				{ { 25303, 21807, 0 }, 100 } //Sofia	
		};
	};
	class Chernarus
	{
		blockedArea[] = {
				{ { 10203, 1886, 0 }, 430 }, //South Electro
				{ { 6822, 2498, 0 }, 600 }, //Cherno
				{ { 4612, 9670, 0 }, 140 }, //NWAF south barack
				{ { 4907, 10117, 0 }, 250 }, //NWAF NE hangas
				{ { 4707, 10384, 0 }, 200 }, //NWAF north barack
				{ { 4069, 10778, 0 }, 75 }, //NWAF west hangas
				{ { 4553, 10722, 0 }, 150 }, //NWAF NW hangas
				{ { 12279, 9505, 0 }, 350 }, //Berenzino Mid
				{ { 12816, 9816, 0 }, 400 }, //Berenzino SE
				{ { 12991, 10147, 0 }, 375 }, //Berenzino Docs
				{ { 2693, 5138, 0 }, 200 }, //Zeleno
				{ { 11467, 7508, 0 }, 150 }, //Polana Factory
				{ { 13092, 7096, 0 }, 140 } //Solnichniy Factory
		};
	};
};

class CfgEpochSapper
{
	detonateDistMax = 8; //Random distance between 3m and this number at which sapper detonates. Min value = 4
	groanTrig = 16; //Percentage chance of a groan. Min value = 4
	sRange = 300; //Distance from target over which sapper will dispose. Range within which sapper code will be aware of targets. Distance up to which sapper will attempt to find a spot to hide in. Min Value = 150.
	smellDist = 24; //Distance up to which sapper can smell. Used to decide if sapper can see target when deciding to charge and influences target selection. Is influenced by wind direction. Min Value = 8.
};

class CfgEpochUAV
{
	UAVMinDist = 48; //Minimum distance to choose next position when roaming. Min Value = 8.
	UAVMaxDist = 180; //Maximum distance to choose next position when roaming. Min Value = 42 / Max Value = 400.
	UAVHeight = 100; //Set height when roaming, slight randomness is applied to this value. UAV will choose own height when locked onto target. Min Value = 42 / Max Value = 280. UAV can still spot targets from height !
};

class RscTitles
{

#include "dialog\statusBar.hpp"
};

class cfgMusic
{
    class intro
    {
        name = "intro";
        sound[] = {"custom\IntroSong.ogg", db+1,1};
    };
};
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  • 2 weeks later...

Ok I finally got the script to work today with the music,  it was an issue my end, maybe a typo or something.

 

I also used my own    IntroSong.ogg file which I prefer to the one you linked in the OP

 

Heres a dropbox to my IntroSong.ogg for anyone who might want to use...

 

https://www.dropbox.com/s/sbvo8x52q56pmbs/IntroSong.ogg?dl=0

 

 

Anyway Ghostz Gamerz   thanks for a great script, this will really help make our server and many others look much nicer!

Nice, i have a dude, when i put this file.?

All works fine, but show a error /sound not found.

regards

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instead of putting this at the bottom...

 

class cfgMusic{
class intro {
    name = "intro";
    sound = {"IntroSong.ogg", db+1,1};
};
};

 

i put it near the top under...

 

class CfgRemoteExecCommands {};
class CfgSounds
{
sounds[] = {};
 
seems too have done the job  :)
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Hi, Ghost, i too get the error for the sound file, i tried changing the music to sound in both the description and welcome files. Similar error saying no sound file. Everything is correct that i can see, i've even tried moving the class up in the description like Scrote but then my server does not start. Any help?

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To make this script play only once and not repeat the messages/intro music every time the player respawns, add the following piece of code into welcome.sqf

waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};

waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
 
 
_welcomeAlreadyPlayed = missionNamespace getVariable ["Welcome_Already_Played",[]];
diag_log format["DEBUG::: _welcomeAlreadyPlayed=%1",_welcomeAlreadyPlayed];
 
if (!((name player) in _welcomeAlreadyPlayed)) then {
_welcomeAlreadyPlayed pushBack (name player);
missionNamespace setVariable ["Welcome_Already_Played", _welcomeAlreadyPlayed];
publicVariable "Welcome_Already_Played";
 

sleep _Delay;

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