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Author Topic: How do you move Customs Sound files from Description.ext to a MOD?  (Read 663 times)

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Offline ViperMaul

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    • Theatre Of War (Team PvP Campaign)
Our tournament file is getting big 1.5 MegaBytes.
And our MOD team has decided to move all the big files to a MOD file for the tournament.
This includes mando sounds. Which I have done, however the sound files are no longer heard.

Can anyone help guide me into how to properly reference sound files in a client and server side MOD file??

We even tried to remove all references from the description.ext using a config.cpp
Code: [Select]
#include "\mando_missiles\mando_missile.h"

class RscTitles
{

// Needed for Mando Missile ArmA
#include "\mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA

};


//**************************************

class CfgSounds
{
sounds[] = {};

// Mando Sounds

// Needed for Mando Missile ArmA
#include "\mando_missiles\mando_sounds.h"


};


Example of the mando_sounds.h
Code: [Select]
class mando_radaron
{
name = "mando_radaron";
sound[] = {"\mando_missiles\sounds\mando_radaron.ogg", db-0, 1.0};
titles[] = {0};
};
class mando_radaroff
{
name = "mando_radaroff";
sound[] = {"\mando_missiles\sounds\mando_radaroff.ogg", db-0, 1.0};
titles[] = {0};
};
class mando_lockedon
{
name = "mando_lockedon";
sound[] = {"\mando_missiles\sounds\threatnewus.ogg", db-0, 1.0};
titles[] = {0};
};

All the scripts are working in the MOD file but sounds are not heard.
Any ideas? or alternate method?
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline Planck

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Have you tried putting the list of sounds:

class cfgSounds
{

sounds[] = {mando_radaron, mando_radaroff, mando_lockedon}; <----- Like so

#include "\mando_missiles\mando_sounds.h"

};

Another possibility is the .h files might be expected to be in the root folder instead of a sub-folder.
Also, I believe the actual sounds are expected to be in a sound folder in the root also, at least this was the case with OFP.

There are a few tutorials on both sound and music stuff and also description.ext in the Editors Depot....button at top of page will take you there.

There might be some useful tips in there also.


Planck
I know a little about a lot, and a lot about a little.

Offline ViperMaul

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    • Theatre Of War (Team PvP Campaign)
SOLVED -

Thanks Planck for your fast response.
I did read those tutorials many months ago and they are great for missions. I looked through all the wikki but no article is written on the basic structure of self contained MOD or Addon that I could find.

What I did was download all the great working MODs like CoC NS 3.0, CEX, NIM Weather, 6th Sense AI-M, etc. And I discovered a trend. A missing link.

So I added the missing link at the top shown below and it fixed everything.

Code: [Select]

class CfgPatches
{
class Mando_Missiles
{
units[] ={};
weapons[] ={};
requiredAddons[] = {};
requiredVersion  = 1.08;
version          = 2.2;
};
};

The final code looks like the following:
Code: [Select]
class CfgPatches
{
class Mando_Missiles
{
units[] ={};
weapons[] ={};
requiredAddons[] = {};
requiredVersion  = 1.08;
version          = 2.2;
};
};
#include "\mando_missiles\mando_missile.h"

class RscTitles
{

// Needed for Mando Missile ArmA
#include "\mando_missiles\mando_missiletitles.h"
// End of Needed for Mando Missile ArmA

};


//**************************************

class CfgSounds
{
sounds[] = {};

// Mando Sounds

// Needed for Mando Missile ArmA
#include "\mando_missiles\mando_sounds.h"


};


Example of the mando_sounds.h
Code: [Select]
class mando_radaron
{
name = "mando_radaron";
sound[] = {"\mando_missiles\sounds\mando_radaron.ogg", db-0, 1.0};
titles[] = {0};
};
class mando_radaroff
{
name = "mando_radaroff";
sound[] = {"\mando_missiles\sounds\mando_radaroff.ogg", db-0, 1.0};
titles[] = {0};
};
class mando_lockedon
{
name = "mando_lockedon";
sound[] = {"\mando_missiles\sounds\threatnewus.ogg", db-0, 1.0};
titles[] = {0};
};

Again I looked for "class CfgPatches" in the wikki and I only found some snippets from the people's sandbox but they didn't elaborate and I saw some info pertaining to VBS1 etc. But nothing giving basic information that this is required for a proper MOD or Addon. But I know it must be out there since all these other mission writers found out how to do it.

Thanks again! All is working!!

ViperMaul
« Last Edit: 04 Sep 2007, 09:59:45 by ViperMaul »
ViperMaul
Theatre of War (Co-Lead Dev)
ACE (Jr Project Manager)

Offline Planck

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  • Former Staff
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  • I'm never wrong ....I'm just not always right !
Yes, it is true, I should have read your first post better, you do need a cfgPatches section for addons and mods that introduce new material.

In my defence it was very late at night, or should I say early in the morning.

Glad you got it working.


Planck
I know a little about a lot, and a lot about a little.