OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: WizzyWig on 13 Jul 2003, 10:50:28
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ok im makeing a Abomb addon and i have set up the cpp corectly and i think the scripts are set up corectly but in game the scripts work but with out the sound effects what did i do wroung?
config
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
class nuke
{
units[] = {"nuke"};
weapons[] = {};
requiredVersion = 1.07;
};
};
class CfgVehicles
{
class All {};
class Static:All {};
class Building:Static {};
class NonStrategic:Building {};
class Fence: NonStrategic {};
class FenceWood:Fence {};
class Strategic:Building {};
class Shed: Strategic {};
class Barracks:Shed {};
class Fortress3:Barracks {};
class nuke:Fortress3
{
side = TCivilian;
vehicleClass="Nukes and stuff";
icon="\nuke\nukeicon";
model="\nuke\nuke.p3d";
armor=20;
scope=2;
displayName="ABomb";
simulation="house";
mapSize = 16;
animated=1
class Animations
{
class key
{
type="rotation";
animPeriod=0.0001;
selection="key";
axis="osa_key";
angle0=0;
angle1=3.14;
};
};
class UserActions
{
class key
{
displayName="Activate Bomb";
position="osa_key";
radius=5;
condition="this animationPhase ""key"" < 0.5";
statement="[this] exec ""\nuke\Scripts\Abomb.sqs"";"
};
};
class eventhandlers
{
init = "[_this select 0] exec ""\nuke\Scripts\killed.sqs"";"
};
};
};
class CfgSounds
{
class Nuke1
{
name = "Nuke1";
sound[]={\nuke\scripts\Nuke1.ogg,db+80,1};
titles[] = {};
};
class alarm
{
name = "alarm";
sound[]={\nuke\scripts\alarm.ogg,db+80,1};
titles[] = {};
};
class wind
{
name = "wind";
sound[]={\nuke\scripts\wind.ogg,db+80,1};
titles[] = {};
};
};
one of the scripts but not the compleat one as i dont wont it relised yet
this exec "\nuke\scripts\sound.sqs"
hint "Warhead...ARMED!!"
~1
hint "30 seconds till detonation"
~1
hint "29"
~1
hint "28"
~1
hint "27"
~1
hint "26"
~1
hint "25"
~1
hint "24"
~1
hint "23"
~1
hint "22"
~1
hint "21"
~1
hint "20"
~1
hint "19"
~1
hint "18"
~1
hint "17"
~1
hint "16"
~1
hint "15"
~1
hint "14"
~1
hint "13"
~1
hint "12"
~1
hint "11"
~1
hint "10"
~1
hint "9"
~1
hint "8"
~1
hint "7"
~1
hint "6"
~1
hint "5"
~1
hint "4"
~1
hint "3"
~1
hint "2"
~1
hint "1"
~1
hint "Danger!!!"
~1
hint "DANGER!!!"
~3
[_obj] exec "\nuke\scripts\bomb.sqs"
[40,"column"] exec "\nuke\scripts\nuke.sqs"
[_obj,_dir] exec "\nuke\scripts\shaking.sqs"
sound.sqs
this say "alarm"
~30
this say "Nuke1"
~1
this say "wind"
What have i to do to get this to work
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not quite sure but maybe this does the trick:
[_this select 0] exec "\nuke\scripts\sound.sqs"
Sound.sqs:
_Unit = _this select 0;
_Unit say "alarm"
~30
_Unit say "Nuke1"
~1
_Unit say "wind"
...but might also be crap ;D
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i tryed this but still no joy i think its to do with the config.cpp can some one have a look at it ill post it again
// some basic defines
#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7
#define true 1
#define false 0
// type scope
#define private 0
#define protected 1
#define public 2
class CfgPatches
{
   class nuke
   {
   units[] = {"nuke"};
   weapons[] = {};
   requiredVersion = 1.07;
};
};
class CfgVehicles
{
class All {};
class Static:All {};
class Building:Static {};
class NonStrategic:Building {};
class Fence: NonStrategic {};
class FenceWood:Fence {};
class Strategic:Building {};
class Shed: Strategic {};
class Barracks:Shed {};
class Fortress3:Barracks {};
class nuke:Fortress3
{
side = TCivilian;
vehicleClass="Nukes and stuff";
icon="\nuke\nukeicon";
model="\nuke\nuke.p3d";
armor=500;
scope=2;
displayName="ABomb";
simulation="house";
mapSize = 16;
animated=1
class Animations
   {
   class key
   {
      type="rotation";
      animPeriod=0.0001;
      selection="key";
      axis="osa_key";
      angle0=0;
      angle1=3.14;
      };        ÂÂ
};
   class UserActions
   {
   class key
   {
   displayName="Activate Bomb";
   position="osa_key";
   radius=5;
   condition="this animationPhase ""key"" < 0.5";
   statement="[this] exec ""\nuke\Scripts\abomb.sqs"";"
   };
      };
class eventhandlers
{
init = "[_this select 0] exec ""\nuke\Scripts\killed.sqs"";"
   };
};
}; <----when i take this out game dont start only the ( }: ) part of it
class CfgSounds
{
class Nuke1
{
sound[]={"\nuke\scripts\Nuke1.ogg",db+10,1};
name = "Nuke1";
titles[] = {};
};
class alarm
{
sound[]={"\nuke\scripts\alarm.ogg",db+10,1};
name = "alarm";
titles[] = {};
};
class wind
{
sound[]={"\nuke\scripts\wind.ogg",db+10,1};
name = "wind";
titles[] = {};
   };
};
};
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any more idears