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| Operation Flashpoint: Dragon Rising - Mission Editing and Modding Chat Zone A little area for all you mission editors and modders to chat and discuss ideas. |
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12-11-2009, 11:51 AM
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#1 (permalink) |
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Community Manager
Join Date: Jan 2008
Location: United Kingdom, Rugby
Posts: 4,225
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Many thanks to the audio team for compiling this document!
The below document explains in-depth how to get pre existing sounds triggering in missions: ftp://downloads.codemasters.com/word...eshotsound.zip This thread is a response to some the questions asked in the below thread: In-Game Sound Expert Needed
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Ian 'Helios' Webster Community Manager Join as a fan now for exclusive updates! Operation Flashpoint: Dragon Rising Facebook Page Operation Flashpoint: Dragon Rising Twitter Feed DiRT 2 Facebook Page DiRT 2 Twitter Feed F1 2010 Facebook Page F1 2010 Twitter Feed |
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12-11-2009, 11:57 AM
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#2 (permalink) |
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Senior Member
Join Date: Nov 2005
Location: Small Dole, UK
Posts: 639
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Awesome, gonna give this a go right now. Thanks Helios
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Talisa If in doubt, C-4 ! My SkyDrive OFP-DR Files http://cid-c59474ce7ff81dd7.skydrive...sing%20Related |
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12-11-2009, 12:52 PM
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#3 (permalink) |
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Member
Join Date: Oct 2009
Posts: 73
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Just a note. If you copy paste the test code provided in the help file:
function onEnter_triggerzone(zoneName, unitName) { -- OFP:destroyVehicle("vu01m1a2") OFP: playOneShotSound ( “flashpoint2”, “exp”, “explosion”, 20734.0, 3.1, -2470.0, 0.1, 0.0, 0.0 ) } You may see red lines under the code! Just replace the commas "" Must be a font issue.
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12-11-2009, 12:57 PM
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#4 (permalink) |
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Senior Member
Join Date: Oct 2009
Posts: 2,141
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yeah, in ASCII the “ and ” are different characters. and in the LUAsyntax file, it only has " which is yet another ASCII character
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Island War - Free Roam Download Release Candidate here The ENTIRE Island is at your feet! Explore, conquer, have fun! COOP with up to 3 friends! ---------------------------------------- Island War - Operation White Fang Help your Company capture the White Fang Complex against EXTREME ODDS ---------------------------------------- Templar's Completely Awesome Entity Database Real Muzzle Velocity, Rate Of Fire, Effective Range, Recoil. Better Aimed Position. No zooming on sights! |
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12-11-2009, 01:01 PM
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#5 (permalink) |
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Member
Join Date: Oct 2009
Posts: 73
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Problem!
Code:
function onTimer_SetBoom()
--OFP:removeTimer("SetBoom");
i = math.random(1,12);
chosen_boom = boom_list[i];
OFP:startParticleSystem(chosen_boom,1);
OFP:setTimer("SetBoom", 9000);
end
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12-11-2009, 01:04 PM
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#6 (permalink) |
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Senior Member
Join Date: Oct 2009
Posts: 2,141
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what do you mean sorry?
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Island War - Free Roam Download Release Candidate here The ENTIRE Island is at your feet! Explore, conquer, have fun! COOP with up to 3 friends! ---------------------------------------- Island War - Operation White Fang Help your Company capture the White Fang Complex against EXTREME ODDS ---------------------------------------- Templar's Completely Awesome Entity Database Real Muzzle Velocity, Rate Of Fire, Effective Range, Recoil. Better Aimed Position. No zooming on sights! |
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12-11-2009, 01:09 PM
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#7 (permalink) |
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Member
Join Date: Oct 2009
Posts: 73
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When it chooses which of the 12 mines to activate, how to add sound. Thinking of
if chosen_boom = 1 then (play sound at boom 01 position) if chosen_boom = 2 then (play sound at boom 02 position) if chosen_boom = 3 then (play sound at boom 03 position) etc
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12-11-2009, 01:30 PM
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#8 (permalink) |
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Senior Member
Join Date: Oct 2009
Posts: 2,141
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use
local x,y,z = OFP:getPosition(chosen_boom) to get the coords to play the sound at
__________________
Island War - Free Roam Download Release Candidate here The ENTIRE Island is at your feet! Explore, conquer, have fun! COOP with up to 3 friends! ---------------------------------------- Island War - Operation White Fang Help your Company capture the White Fang Complex against EXTREME ODDS ---------------------------------------- Templar's Completely Awesome Entity Database Real Muzzle Velocity, Rate Of Fire, Effective Range, Recoil. Better Aimed Position. No zooming on sights! |
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12-11-2009, 01:39 PM
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#9 (permalink) |
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Member
Join Date: Oct 2009
Posts: 73
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Code:
function onTimer_SetBoom()
--OFP:removeTimer("SetBoom");
i = math.random(1,12);
chosen_boom = boom_list[i];
OFP:startParticleSystem(chosen_boom,1);
local x,y,z = OFP:getPosition(chosen_boom)
OFP: playOneShotSound ( "flashpoint2", "exp", "explosion", "local x,y,z", 0.1, 0.0, 0.0 )
OFP:setTimer("SetBoom", 9000);
end
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