Dwarfer Posted September 21, 2014 Report Share Posted September 21, 2014 Can you share you're description.ext on pastbin or something. Should be an easy fix Link to comment Share on other sites More sharing options...
Steven1230 Posted September 22, 2014 Report Share Posted September 22, 2014 Here is my description.ext http://pastebin.com/aZfh21Q2 I have a custom GUI also which may be causing issue as well. Link to comment Share on other sites More sharing options...
Dwarfer Posted September 22, 2014 Report Share Posted September 22, 2014 So looks like your defining RscTitles twice one in the ext file and the other in the custom GUI. However I can't see the eve stuff in your ext. either way copy the RscTitles part from evr and place that in the gui/ATD_Hud.h just merge the defs and you should be good. If ur really stuck point me at the custom GUI you are using and I will try do for you. Steven1230 1 Link to comment Share on other sites More sharing options...
Steven1230 Posted September 22, 2014 Report Share Posted September 22, 2014 So looks like your defining RscTitles twice one in the ext file and the other in the custom GUI. However I can't see the eve stuff in your ext. either way copy the RscTitles part from evr and place that in the gui/ATD_Hud.h just merge the defs and you should be good. If ur really stuck point me at the custom GUI you are using and I will try do for you. Here is the GUI portion. i went to see about merging it and my brain exploded lol. http://pastebin.com/g44H3zT3 Taz13 and Sofabear 2 Link to comment Share on other sites More sharing options...
Dwarfer Posted September 24, 2014 Report Share Posted September 24, 2014 OK, This is easy now then.. Line 5 and 6 class RscTitles { Delete them and make sure you add the stuff from the EVR to the description.ext and you will be good Link to comment Share on other sites More sharing options...
Steven1230 Posted September 24, 2014 Report Share Posted September 24, 2014 OK, This is easy now then.. Line 5 and 6 class RscTitles { Delete them and make sure you add the stuff from the EVR to the description.ext and you will be good Wont that break the GUI thou seeing how that class RscTitles { surrounds the code in the middle? EDIT: yeah that just broke my GUI i have on my server. I will need to merge it somehow. Link to comment Share on other sites More sharing options...
Dwarfer Posted September 25, 2014 Report Share Posted September 25, 2014 Hi, as long as you have added the lines from the 1st page into description.ext then it will break nothing. If you have not added those lines then yes it will break it in description.ext add at bottomSpoiler class RscTextNS { idc = -1; type = 0; style = 2; LineSpacing = 1.0; h = 0.04; ColorBackground[] = {1,1,1,0.2}; ColorText[] = {0.1,0.1,0.1,1}; font = "BitStream"; SizeEx = 0.025; }; class RscTitles { class RscAPSI_h1 { idd = -1; duration = 4; fadein = 0; movingEnable = 0; enableSimulation = 0; enableDisplay = 0; class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.5; h = 0.03; text = "APSI: Stronger activity of floax field has been detected.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.2,0.1,1}; }; }; }; class RscAPSI_h2: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EVR sequence detected.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.0,0.2,1}; }; }; }; class RscAPSI_h3: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EM and PSI protection enabled.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_h4: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: Ready.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_h5: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EVR sequence start.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.0,0.2,1}; }; }; }; class RscAPSI_h6: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: End of EVR.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_ha: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "Blowout module, v1.0, by Sumrak."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; }; Link to comment Share on other sites More sharing options...
Steven1230 Posted September 25, 2014 Report Share Posted September 25, 2014 Hi, as long as you have added the lines from the 1st page into description.ext then it will break nothing. If you have not added those lines then yes it will break it yeah I added them but it all disappeared lol. I will need to find a way to merge em together. Link to comment Share on other sites More sharing options...
Dwarfer Posted September 25, 2014 Report Share Posted September 25, 2014 yeah I added them but it all disappeared lol Well that is more worrying !!.. But if you do what i said above all should work fine. I tested on my box and all good.. Link to comment Share on other sites More sharing options...
Steven1230 Posted September 25, 2014 Report Share Posted September 25, 2014 Well that is more worrying !!.. But if you do what i said above all should work fine. I tested on my box and all good.. I will try again and see how it works out this time. maybe I put it in the wrong spot. Link to comment Share on other sites More sharing options...
R4id3n84 Posted September 26, 2014 Report Share Posted September 26, 2014 Awesome script So the delay option dnt seem to do much changed it to 0.36 and its not every 36mins took 1h Also i'd like it so if you don't have the ItemRadio for it to kill you which i know how to set Can i possibly make it so if you do have a radio on you it will still hurt but only take half the blood ? like 6000 If so how can i do this Thanks in advance R4id3n84 Link to comment Share on other sites More sharing options...
Guest Posted September 26, 2014 Report Share Posted September 26, 2014 this only plays sounds for me... any reason for this? Link to comment Share on other sites More sharing options...
R4id3n84 Posted October 1, 2014 Report Share Posted October 1, 2014 Awesome script So the delay option dnt seem to do much changed it to 0.36 and its not every 36mins took 1h Also i'd like it so if you don't have the ItemRadio for it to kill you which i know how to set Can i possibly make it so if you do have a radio on you it will still hurt but only take half the blood ? like 6000 If so how can i do this Thanks in advance R4id3n84 Bump Link to comment Share on other sites More sharing options...
Havoc302 Posted October 3, 2014 Report Share Posted October 3, 2014 I tried removing the include for the sounds.hpp file and just defining them inside the existing cfgsound I already had in there but it still gave me an error saying it was already defined. I then tried moving this into the sounds.hpp and it still said it was already defined, so I'm at a loss, I can only see it defined once. class CfgSounds { sounds[] ={z_wzombie1,z_wzombie2}; class z_wzombie1 { name = ""; sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_attack_04.ogg",0.3,1,40}; titles[] = {0, ""}; }; class z_wzombie2 : z_wzombie1 { sound[] = {"custom\walkamongstthedead\dayz_sfx\femalezombie_spotted_01.ogg",0.3,1,40}; }; }; Disregard, sorry, I have the walk amongst the dead mod in and it also (as you can see above) has a sounds[] so I just added those two to the one from your mod. I've got an issue where it just sits on the loading screen but I can hear everything and move around since I put it in, anyone else getting that? Link to comment Share on other sites More sharing options...
Havoc302 Posted October 4, 2014 Report Share Posted October 4, 2014 Sadly it's hard to search the thread for references to AI since you need 4 characters, can anyone tell me if they got it to knock out the AI as well? Link to comment Share on other sites More sharing options...
Havoc302 Posted October 8, 2014 Report Share Posted October 8, 2014 Getting this in my client RPT. Error Undefined variable in expression: ns_blow_prep File mpmissions\__CUR_MP.Napf\custom\blowout\module\blowout_client.sqf, line 343 Error in expression <ow_ambient_music = false; }; waitUntil{ns_blow_prep}; diag_log format["[NAC BL> Error position: <ns_blow_prep}; Any ideas? Link to comment Share on other sites More sharing options...
JayOnSpeed Posted October 8, 2014 Report Share Posted October 8, 2014 Yeah me too , it kills the client log , it registers every second until the blowout occurs. Inserted that variable below the others on the init.sqf file. ns_blow_prep=false; The error is gone but havent had the chance to see if everything is working. Link to comment Share on other sites More sharing options...
JayOnSpeed Posted October 9, 2014 Report Share Posted October 9, 2014 Replied with another issue that was unrelated to this particular script. Sorry. Link to comment Share on other sites More sharing options...
Lone Wolf AU Posted October 12, 2014 Report Share Posted October 12, 2014 If anyone has this fully working, could you please upload a video tutorial so we can all follow along. Thanks in advance Have a great weekend :) Link to comment Share on other sites More sharing options...
Dwarfer Posted October 12, 2014 Report Share Posted October 12, 2014 I can confirm this works fully on 1.0.5.1.. The place it tends to break is if you are using custom description.ext or have extra items that mess or pre define items.. This is where most problems lie.. Link to comment Share on other sites More sharing options...
Petite Posted January 18, 2015 Report Share Posted January 18, 2015 That suck not working for me I have wait for host on my chernarus. Simple script to add but can,t make it work description http://pastebin.com/h9bDVqY8 init http://pastebin.com/AQKGuWbt I changed the path I try with the original path and I got ErrorMessage: File mpmissions\__cur_mp.Chernarus\description.ext, line 279: .CfgSounds: Member already defined. I don't know what to do. Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2015 Author Report Share Posted January 24, 2015 #include "blowout\config\sound.hpp" -- remove it!! and it should work ;) Link to comment Share on other sites More sharing options...
Petite Posted January 24, 2015 Report Share Posted January 24, 2015 Ok I will try it thanks. Link to comment Share on other sites More sharing options...
Petite Posted January 24, 2015 Report Share Posted January 24, 2015 Well blowout work but no sound. Link to comment Share on other sites More sharing options...
jOoPs Posted January 24, 2015 Author Report Share Posted January 24, 2015 no wonder.. you have renamed most of the needed soundclassnames... here is your description.ext, it should work now... ////////////////////////////////#include "blowout\config\sound.hpp" respawn = "BASE"; respawndelay = 5; onLoadMission= "DayZ Epoch Chernarus"; OnLoadIntro = "Welcome to DayZ Epoch Chernarus"; OnLoadIntroTime = False; OnLoadMissionTime = False; disabledAI = true; disableChannels[]={0,2,6}; enableItemsDropping = 0; briefing = 0; debriefing = 0; onPauseScript = ""; loadScreen = "picture.jpg"; class Header { gameType = COOP; //DM, Team, Coop, ... minPlayers = 1; //min # of players the mission supports maxPlayers = 100; //Max # of players the mission supports }; aiKills = 1; diagRadio = 1; diagHit = 1; class RscText { type = 0; idc = -1; x = 0; y = 0; h = 0.037; w = 0.3; style = 0x100; font = Zeppelin32; SizeEx = 0.03921; colorText[] = {1,1,1,1}; colorBackground[] = {0, 0, 0, 0}; linespacing = 1; }; class RscPicture { access=0; type=0; idc=-1; style=48; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; sizeEx=0; lineSpacing=0; text=""; }; class RscLoadingText : RscText { style = 2; x = 0.323532; y = 0.666672; w = 0.352944; h = 0.039216; sizeEx = 0.03921; colorText[] = {0.543,0.5742,0.4102,1.0}; }; class RscProgress { x = 0.344; y = 0.619; w = 0.313726; h = 0.0261438; texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; colorFrame[] = {0,0,0,0}; colorBar[] = {1,1,1,1}; }; class RscProgressNotFreeze { idc = -1; type = 45; style = 0; x = 0.022059; y = 0.911772; w = 0.029412; h = 0.039216; texture = "#(argb,8,8,3)color(0,0,0,0)"; }; // // the loading screen itself // class DayZ_loadingScreen { idd = -1; duration = 10e10; fadein = 0; fadeout = 0; name = "loading screen"; class controlsBackground { class blackBG : RscText { x = safezoneX; y = safezoneY; w = safezoneW; h = safezoneH; text = ""; colorText[] = {0,0,0,0}; colorBackground[] = {0,0,0,1}; }; /* class nicePic : RscPicture { style = 48 + 0x800; // ST_PICTURE + ST_KEEP_ASPECT_RATIO x = safezoneX + safezoneW/2 - 0.25; y = safezoneY + safezoneH/2 - 0.2; w = 0.5; h = 0.4; text = "img\nicePic.paa"; }; */ }; class controls { class Title1 : RscLoadingText { text = "$STR_LOADING"; // "Loading" text in the middle of the screen }; class CA_Progress : RscProgress // progress bar, has to have idc 104 { idc = 104; type = 8; // CT_PROGRESS style = 0; // ST_SINGLE texture = "\ca\ui\data\loadscreen_progressbar_ca.paa"; }; class CA_Progress2 : RscProgressNotFreeze // progress bar that will go reverse { idc = 103; }; class Name2: RscText // the text on the top-left { idc = 101; x = 0.05; y = 0.029412; w = 0.9; h = 0.04902; text = ""; sizeEx = 0.05; colorText[] = {0.543,0.5742,0.4102,1.0}; }; }; }; //Snap building #include "custom\snap_pro\snappoints.hpp" //menu right click #include "custom\extra_rc.hpp" //Spawn point #include "spawn\defines.hpp" #include "spawn\halo.hpp" #include "spawn\spawn.hpp" //Code Changer #include "ckc\ckc_defines.hpp" #include "ckc\ckc_ui.hpp" #include "ckc\ckc_SafeUI.hpp" //sounds Bombardement and Fire dance class CfgSounds { sounds[]={nam,eve,puk,fox,off,start,begin,detect,wave,hit1,hit2,hit3,voices,wave1,wave2,wave3,drone1,drone2,misc4}; class nam { name = "Siren1"; sound[] = {SirenLoopMono.ogg, db-6, 1.0}; titles[] = {""}; }; class eve { name = "Siren2"; sound[] = {Sirens.ogg, db-6, 1.0}; titles[] = {""}; }; class puk { name = "Siren3"; sound[] = {Sirens2.ogg, db-6, 1.0}; titles[] = {""}; }; class fox { name="fox"; sound[]={fox.ogg,0.9,1}; titles[] = {}; }; /* class off { name = "apsi_off"; sound[] = {blowout\sounds\apsi_off.ogg, db-6, 1.0}; titles[] = {""}; }; class start { name = "apsi_start"; sound[] = {blowout\sounds\apsi_start.ogg, db-6, 1.0}; titles[] = {""}; }; class begin { name = "blowout_begin"; sound[] = {blowout\sounds\blowout_begin.ogg, db-6, 1.0}; titles[] = {""}; }; class detect { name="blowout_detect"; sound[]={blowout\sounds\blowout_detect.ogg,0.9,1}; titles[] = {}; }; class wave { name = "blowout_full_wave"; sound[] = {blowout\sounds\blowout_full_wave.ogg, db-6, 1.0}; titles[] = {""}; }; class hit1 { name = "blowout_hit_1"; sound[] = {blowout\sounds\blowout_hit_1.ogg, db-6, 1.0}; titles[] = {""}; }; class hit2 { name = "blowout_hit_2"; sound[] = {blowout\sounds\blowout_hit_2.ogg, db-6, 1.0}; titles[] = {""}; }; class hit3 { name="blowout_hit_3"; sound[]={blowout\sounds\blowout_hit_3.ogg,0.9,1}; titles[] = {}; }; class voices { name = "blowout_psy_voices"; sound[] = {blowout\sounds\blowout_psy_voices.ogg, db-6, 1.0}; titles[] = {""}; }; class wave1 { name = "blowout_wave_1"; sound[] = {blowout\sounds\blowout_wave_1.ogg, db-6, 1.0}; titles[] = {""}; }; class wave2 { name="blowout_wave_2"; sound[]={blowout\sounds\blowout_wave_2.ogg,0.9,1}; titles[] = {}; }; class wave3 { name = "blowout_wave_3"; sound[] = {blowout\sounds\blowout_wave_3.ogg, db-6, 1.0}; titles[] = {""}; }; class drone1 { name = "fx_drone1"; sound[] = {blowout\sounds\fx_drone1.ogg, db-6, 1.0}; titles[] = {""}; }; class drone2 { name = "fx_drone2"; sound[] = {blowout\sounds\fx_drone2.ogg, db-6, 1.0}; titles[] = {""}; }; class misc4 { name="fx_misc4"; sound[]={blowout\sounds\fx_misc4.ogg,0.9,1}; titles[] = {}; }; */ /////////// blowoout sfxcfg start /////////// class bl_begin { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_begin.ogg",3.162278,1.0}; titles[] = {}; }; class bl_hit1 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_hit_1.ogg",1.584893,1.0}; titles[] = {}; }; class bl_hit2 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_hit_2.ogg",1.584893,1.0}; titles[] = {}; }; class bl_hit3 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_hit_3.ogg",1.584893,1.0}; titles[] = {}; }; class bl_wave1 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_wave_1.ogg",1.584893,1.0}; titles[] = {}; }; class bl_wave2 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_wave_2.ogg",1.584893,1.0}; titles[] = {}; }; class bl_wave3 { name = "NS blowout_begin"; sound[] = {"blowout\sounds\blowout_wave_3.ogg",1.584893,1.0}; titles[] = {}; }; class bl_psi { name = "NS blowout_psi"; sound[] = {"blowout\sounds\blowout_psy_voices.ogg",1.778279,1.0}; titles[] = {}; }; class bl_full { name = "NS blowout_full"; sound[] = {"blowout\sounds\blowout_full_wave.ogg",1.778279,1.0}; titles[] = {}; }; class bl_detect { name = "NS blowout_detect"; sound[] = {"blowout\sounds\blowout_detect.ogg",1.778279,1.0}; titles[] = {}; }; class apsi_on { name = "NS apsi_on"; sound[] = {"blowout\sounds\apsi_start.ogg",1.778279,1.0}; titles[] = {}; }; class apsi_off { name = "NS apsi_off"; sound[] = {"blowout\sounds\apsi_off.ogg",1.778279,1.0}; titles[] = {}; }; class ns_fx_misc4 { name = "Misc strange wind"; sound[] = {"blowout\sounds\fx_misc4.ogg",1.0,1.0}; titles[] = {}; }; class ns_fx_drone1 { name = "Drone 1"; sound[] = {"blowout\sounds\fx_drone1.ogg",1.0,1.0}; titles[] = {}; }; class ns_fx_drone2 { name = "Drone 2"; sound[] = {"blowout\sounds\fx_drone2.ogg",1.0,1.0}; titles[] = {}; }; /////////// blowoout sfxcfg end /////////// }; //Blowout class RscTextNS { idc = -1; type = 0; style = 2; LineSpacing = 1.0; h = 0.04; ColorBackground[] = {1,1,1,0.2}; ColorText[] = {0.1,0.1,0.1,1}; font = "BitStream"; SizeEx = 0.025; }; class RscTitles { class RscAPSI_h1 { idd = -1; duration = 4; fadein = 0; movingEnable = 0; enableSimulation = 0; enableDisplay = 0; class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.5; h = 0.03; text = "APSI: Stronger activity of floax field has been detected.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.2,0.1,1}; }; }; }; class RscAPSI_h2: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EVR sequence detected.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.0,0.2,1}; }; }; }; class RscAPSI_h3: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EM and PSI protection enabled.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_h4: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: Ready.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_h5: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: EVR sequence start.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {1.0,0.0,0.2,1}; }; }; }; class RscAPSI_h6: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "APSI: End of EVR.."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; class RscAPSI_ha: RscAPSI_h1 { class controls { class APSILog: RscTextNS { x = 0.5; y = 0.99; w = 0.4; h = 0.03; text = "Blowout module, v1.0, by Sumrak."; colorBackground[] = {0.5,0.5,0.5,0.4}; ColorText[] = {0.0,1.0,0.2,1}; }; }; }; }; cheers said11 1 Link to comment Share on other sites More sharing options...
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