xbelanch Posted April 23, 2015 Report Share Posted April 23, 2015 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"; Link to comment Share on other sites More sharing options...
Gr8 Posted April 23, 2015 Author Report Share Posted April 23, 2015 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 Link to comment Share on other sites More sharing options...
xbelanch Posted April 24, 2015 Report Share Posted April 24, 2015 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) Link to comment Share on other sites More sharing options...
Prof.Heini Posted April 24, 2015 Report Share Posted April 24, 2015 Size: 'sound/'not an array???? Link to comment Share on other sites More sharing options...
Gr8 Posted April 24, 2015 Author Report Share Posted April 24, 2015 Size: 'sound/'not an array???? I dont understand, Send me your description.ext Link to comment Share on other sites More sharing options...
Prof.Heini Posted April 24, 2015 Report Share Posted April 24, 2015 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}; }; }; Link to comment Share on other sites More sharing options...
neotres Posted May 4, 2015 Report Share Posted May 4, 2015 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 Link to comment Share on other sites More sharing options...
Gr8 Posted May 4, 2015 Author Report Share Posted May 4, 2015 Nice, i have a dude, when i put this file.? All works fine, but show a error /sound not found. regards Check if you link your .ogg file correctly Neo 1 Link to comment Share on other sites More sharing options...
scrote Posted May 7, 2015 Report Share Posted May 7, 2015 Nice, i have a dude, when i put this file.? All works fine, but show a error /sound not found. regards same thing happening to me, i get sound/ not an array Link to comment Share on other sites More sharing options...
Gr8 Posted May 7, 2015 Author Report Share Posted May 7, 2015 same thing happening to me, i get sound/ not an array Did you place the sound file in your mission folder? Link to comment Share on other sites More sharing options...
scrote Posted May 7, 2015 Report Share Posted May 7, 2015 yeah i first tried putting it my mission folder and then i changed the location to the custom folder inside the mission folder still the same message Link to comment Share on other sites More sharing options...
Gr8 Posted May 7, 2015 Author Report Share Posted May 7, 2015 Change PlayMusic to playSound Link to comment Share on other sites More sharing options...
scrote Posted May 7, 2015 Report Share Posted May 7, 2015 Change PlayMusic to playSound that kind of worked, im not getting the message anymore , but the music still doesn't play when i load in Link to comment Share on other sites More sharing options...
Gr8 Posted May 7, 2015 Author Report Share Posted May 7, 2015 that kind of worked, im not getting the message anymore , but the music still doesn't play when i load in Your music audio must be corrupted. Link to comment Share on other sites More sharing options...
scrote Posted May 7, 2015 Report Share Posted May 7, 2015 Your music audio must be corrupted. but i can play it in vlc player, would that matter ? Link to comment Share on other sites More sharing options...
Gr8 Posted May 8, 2015 Author Report Share Posted May 8, 2015 but i can play it in vlc player, would that matter ? are you using the one provided or your custom one? Link to comment Share on other sites More sharing options...
scrote Posted May 8, 2015 Report Share Posted May 8, 2015 got it working :) thanks, its awesome ! Link to comment Share on other sites More sharing options...
Gr8 Posted May 8, 2015 Author Report Share Posted May 8, 2015 got it working :) thanks, its awesome ! what did you do ? Link to comment Share on other sites More sharing options...
scrote Posted May 9, 2015 Report Share Posted May 9, 2015 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 :) Gr8 1 Link to comment Share on other sites More sharing options...
AekaGSR Posted May 14, 2015 Report Share Posted May 14, 2015 Change PlayMusic to playSound In the welcome.sqf? Link to comment Share on other sites More sharing options...
Gr8 Posted May 14, 2015 Author Report Share Posted May 14, 2015 In the welcome.sqf? Yes. Also You have to change the code in the description. from CfgMusic to CfgSound Link to comment Share on other sites More sharing options...
AekaGSR Posted May 14, 2015 Report Share Posted May 14, 2015 Yes. Also You have to change the code in the description. from CfgMusic to CfgSound Thanks I'll try this tonight. Link to comment Share on other sites More sharing options...
synnnk Posted May 16, 2015 Report Share Posted May 16, 2015 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? Link to comment Share on other sites More sharing options...
Gr8 Posted May 16, 2015 Author Report Share Posted May 16, 2015 Did you put the sound file in the right place ? Link to comment Share on other sites More sharing options...
shurix Posted May 18, 2015 Report Share Posted May 18, 2015 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; Link to comment Share on other sites More sharing options...
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