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[HowTo] EVR BlowOut map independent


jOoPs

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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.

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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

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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.
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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 bottom
Spoiler 

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};
            };
        };
    };
};
 
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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

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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

 

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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?
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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?

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  • 3 months later...

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

 
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.
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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

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