OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: Tomb on 26 Apr 2003, 19:07:27
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I have this building, and I want my own sound starting everytime a door is used (tried both .ogg & .wav without luck).
Anyóne knowsabout this ??? :D
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::) mebbe I should add some EXTENDED info?!
Here's what my config looks like atm. :
=======================================
class CfgSounds
{
class TMB_House04door
{
sound[]={"\TMB_HMGF\door.wav",db+6,1};
name="TMB_House04door";
titles[] = {};
}
};
...
(and then in CfgVehicles I have this, in the "UserActions" part) :
...
class OpenGate
{
displayName="Open Gates";
position="posa";
radius=10;
condition="this animationPhase ""Door_a"" < 0.5";
statement="this say ""TMB_House04door""; this animate ...(bla-bla)";
};
But still, there's no frikkin sound?! ???
Is this because my house is not a vehicle? Can't we add sound FX to buildings/doors ???
P.S.
I've also tried to add the following to the UserAction (replacing the example above) :
class OpenGate
{
displayName="Open Gates";
position="posa";
radius=10;
sound[]={"\TMB_HMGF\door.ogg",db+6,1};
condition="this animationPhase ""Door_a"" < 0.5";
statement="this animate ...(bla-bla)";
};
not that it worked any better though.
Could someone plz tell me the diff. between these two examples, and can it be done at all ?!
thx m8s :-*
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neah ???
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Ummmm everything is a vehicle....sort of. What exactly is your building class defined as?
Anyway:
soundEnabled=1; somewhere in the animsCFG might help...maybe :-\
Also should this:
sound[]={"\TMB_HMGF\door.ogg",db+6,1};
be this:
nameSound[]={"\TMB_HMGF\door.ogg",db+6,1};
?? I don't really know...I'm such a config n00b myself.
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Well, 'twas my bad :-X ;D
See, I used the wrong sound file and forgot to save it as it should be.
Once I changed the SFX file to the usual .WAV settings everything worked fine.
Just in case anyone's interested, the correct cpp stuff is this:
statement="this say ""TMB_House04door""; this animate ...(bla-bla)";
and my doors creek like hell 8) ;D