OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: KaRRiLLioN on 08 Oct 2002, 17:36:13
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I want to use PlayMusic in a script, but I want to use the music that came with the game instead of setting up a trigger to do it. What's the name of the tracks for the music that comes with opflash? I tried setting it up in a trigger and looking it up from there, but it doesn't seem to work that way.
Perhaps there is a list somewhere?
Thanks!
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Normal Tracks:-
01.ogg
02.ogg
03.ogg
04.ogg
05.ogg
06.ogg
07.ogg
08.ogg
09.ogg
10.ogg
11.ogg
12.ogg
13.ogg
14.ogg
15.ogg
16.ogg
They are in ascending order as in Track 1, Track 2, etc.
Seventh(7th) Tracks:-
Seventh_decide.ogg
Seventh_iamgonnafly.ogg
Seventh_lifeless.ogg
Seventh_overdose.ogg
The above are obvious because of the letters after the underscore(_).
I haven't really figured out how to get the playMusic command to work but thats the list - you might have to put "\Music\*.ogg" as what the filename is.
BTW did I help you with your last topic on the last forums because I lost it :(
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Thanks, I'll give it a shot and see what I can do with it.
I'm not sure what problem you're referring to on the last forum.
What was it regarding?
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I think it was grouping with the TMP extension for the group or something like that.
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Hmm, I can't recall that.
Welp, it must be solved, or no longer important at any rate, since I can't recall it.
=)
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you need to use playmusic "Track1" not playmusic "01.ogg"
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I seem to remember having problems with one of the seventh tracks - Its name didn't follow the same format as the others (I think it was I am gonna fly). There is also a track called Frost, and the resistance tracks whick I think are Res01, Res02 ... (I should probably check that though)
Cheers
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Just create a mission with you (player) and a trigger.
Select a song at the trigger's effect menu.
Then save the mission
Now open the mission.sqm and look for the trigger.
:hint - name the trigger in the editor, so you may find
it easier in the mission.sqm file.
It should then look like this:
items=1.000000;
class Item0
{
position[]={7106.270508,33.527927,1696.579834};
a=0.000000;
b=0.000000;
age="UNKNOWN";
expCond="true";
expActiv="patr1=0; publicvariable ""patr1""";
class Effects
{
track="Track11";
};
synchronizations[]={};
This way you can get all the names of the ingame songs.
~S~ CD
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Chris, that's actually what I tried first, before I sought outside help, but the music wouldn't play when commanded to from a script, so I figured that I must have the names wrong.
I'll give it another shot--perhaps I had a typo or something.
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The standard OFP tracks can be played using:
playmusic "track5"
The Resistance tracks are played by:
playmusic "rtrack5"
I don't think I've used seventh's music before, but I have a feeling it's something like:
playmusic "7thdecide"
Anyway, the way I found that out is by checking the .sqm file after placing a trigger which played music (as CD suggested ;)). That's a very good way to find out how to use effects (that includes voices by the way)