• Captain Keymaster
    January 10, 2021 at 20:52 #3124

    [quote quote=3107]how can i add music. to object. like radio or car [/quote]

    You can use the SSNwave(ssn, “wave.wav”, dist) plays wave file from the mouth of the ssn with max dist to be heard

    You can a whole list of music and sounds already build into AW2 using the map building kit (download available in the downloads section)

     

    Here is a list of possible wac commands for reference

     

    ;—TRIGGERS (# param can be number or variable)
    ;never() true if current IF has never fired, for one time only events
    ;elapse(#) true if past # seconds since current IF activated
    ;
    ;-IF Link (these commands fire once only for every fire of linked IF)
    ;previous true if previous (same nesting level) IF fired
    ;chain(#) true if previous (same nesting level) IF fired # seconds ago
    ;link(#1,#2) true if IF #1 away from current IF fired #2 seconds ago
    ;
    ;-Game Time (seconds of WAC script running)
    ;past(#) true if past # seconds into game, keeps firing after #
    ;before(#) true if before # seconds into game. keeps firing before #
    ;ontick(#) true if ontick #, only fires once
    ;
    ;random(#) randomly true 1 in # times, sets RND for additional tests
    ;location(#) true if you are at that music location
    ;area(#) true if within MED area without checking vertical
    ;area3D(#) true if within MED 3D area
    ;outside() true if you are not in a blink box
    ;waveready() true if no talking going on
    ;groupdead(#) true if entire group is dead
    ;groupalive(#) true if anyone in group is alive
    ;ssnwounded(#) true if ssn is wounded
    ;ssndead(#) true if ssn is dead
    ;ssnalive(#) true if ssn is alive
    ;ssnride(#) true if any organic is standing on SSN
    ;ssnonssn true if SSN is standing on SSN
    ;ssnnearssn true if SSN is near SSN within dist
    ;ssnlosssn true if SSN is near SSN within dist and has LOS
    ;ssnseesssn true if SSN is near SSN within dist and can see it
    ;meride(#) true if player is standing on SSN
    ;meattached(#) true if player is attached to SSN
    ;medrive(#) true if player is driving SSN
    ;meongun(#) true if player is on emplaced weapon on SSN
    ;ssnloc(#,#) true if vehicle or person is in music location
    ;ssnarea(#,#) true if vehicle or person is in 2D med area #
    ;ssnarea3D(#,#) true if vehicle or person is in 3D med area #
    ;dooropen(#) true if group # has door open
    ;event(#) true if med event has triggered
    ;squadevent(#) true if squad event is in que, sets squadSSN to talker
    ;playerfired(#) true if player has pressed fire and has slot # selected
    ; 1=knife, 2=small arm, 3=main weapon, ect..
    ;
    ;—VARIABLE COMPARE
    ;eq(#,#) true if #==#
    ;ne(#,#) true if #!=#
    ;lt(#,#) true if #<#
    ;gt(#,#) true if #>#
    ;le(#,#) true if #<=#
    ;ge(#,#) true if #>=#
    ;true(#) true if #!=0
    ;false(#) true if #==0
    ;
    ;—VARIABLE MODIFY
    ;set(var,#) set var to #
    ;add(var,#) add # to var
    ;sub(var,#) subtract # from var, clamp at 0
    ;inc(var) add 1 to var
    ;dec(var) subtract 1 from var, clamp at 0

    ;—EVENTS (# param can be number or variable)
    ;squadclear clears squadevent selected by squadevent(#)
    ;forceanim(anim) forces all organics into anim slot (debug only)
    ;report(“text”) pop-up debug report window
    ;report#(“text”,#) pop-up debug report window with number
    ;text(“text”) output text to chat – right side
    ;text#(“text”,#) output text to chat w/# – right side
    ;consol(“text”) output text to consol – left side
    ;consol#(“text”,#) output text to consol w/# – left side
    ;
    ;flash produce a flash of lightning & thunder
    ;farflash produce a far away flash of lightning & thunder
    ;quake(#) earthquake for # 10th of a seconds
    ;
    ;colorfade(#) seconds for color to transition (zero is normal)
    ;sun(#,#,#) sets sun rgb ENV override
    ;sky(#,#,#) sets sky rgb
    ;ground(#,#,#) sets ground rgb
    ;ceiling(#,#,#) sets ceiling rgb
    ;floor(#,#,#) sets floor rgb (inside ground)
    ;lightning(#,#,#) sets the color of the lightning
    ;cloud(#,#,#) sets the cloud color
    ;gain(#,#,#) sets the brightness of the whole scene
    ;
    ;fogcolor(#,#,#) set fogcolor to R,G,B, changes at color fade rate
    ;fog(#,#,#) same as fogcolor
    ;skyfogcolor(#,#,#) set skyfogcolor to R,G,B
    ;skyfog(#,#,#) same as skyfogcolor
    ;fogtype(#) set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
    ;fogdist(#) sets fogdist to # meters
    ;movefog(#,#) move fogdist to # meters over # seconds
    ;skyspeed(#) sets the sky movement speed
    ;skyheight(#) sets the height of the sky
    ;
    ;sound(sSSNAME, dist, head) plays soundset at distance(meters) and heading(bangle)
    ;
    ;nearwave(“wave.wav”, dist) plays wave file from the mouth of the nearest enemy with max dist to be heard
    ;nearanim(anim_move) sets the nearest enemy to ADM move slot
    ;
    ;SSNwave(ssn, “wave.wav”, dist) plays wave file from the mouth of the ssn with max dist to be heard
    ;wave(“wave.wav”, dist) plays wave file from mouth of player
    ;SSNanim(ssn, anim_move) sets the ssn to ADM move slot
    ;SSNradio(ssn, “wave.wav”) sets the ssn to talk on radio
    ;
    ;SSNmax(ssn, maxengage) set max engage distance
    ;SSNmin(ssn, minengage) set min engage distance
    ;SSNatt(ssn, maxattack) set max attack distance
    ;SSNSpawn(ssn, spawn count) set the spawn count, 0=don’t respawn
    ;GroupMax(group, maxengage) set max engage distance
    ;GroupMin(group, minengage) set min engage distance
    ;GroupAtt(group, maxattack) set max attack distance
    ;GroupSpawn(group, spawn count) set the spawn count, 0=don’t respawn
    ;remove(grp) remove group # without a trace
    ;kill(grp) kill group #
    ;removeSSN(ssn) remove SSN # without a trace
    ;killSSN(ssn) kill SSN #
    ;teleport(grp,tgt) teleport group # to target #
    ;telessn(ssn, tgt) teleport SSN # to target #
    ;targetfx(tgt) create med particle fx at target #
    ;sound2tgt(ss,tgt) create ssoundset at target # (ex. sound2tgt sSoundSet 1)
    ;ss2ssn(ss,ssn) create ssoundset at center of ssn
    ;ammo2tgt(ammo,tgt) create ammo # at target # (ex. ammo2tgt ammo_rocket 1)
    ;fx2tgt(fx,tgt) create fx # at target # (ex. fx2tgt effect_lightning 1)
    ;opendoors(group) open doors in group #
    ;closedoors(group) close doors in group #
    ;SSNtoWP(ssn, wp) redirect SSN to WP list
    ;GtoWP(group, wp) redirect Group to WP list
    ;ammorain(ammo) rain down ammo # somewhere near player
    ;ammoarea(ammo, area) rain down ammo # somewhere inside area #
    ;fxrain(fx) rain down effect # somewhere near player
    ;ssncspd(ssn,speed) set ssn to combat speed of #
    ;ssnpspd(ssn,speed) set ssn to patrol speed of #
    ;ssnuse(ssn) snap ssn to emplaced weapon if within 3 meters
    ;ssnrelease(ssn) remove ssn from emplaced weapon
    ;ssn2ssn(ssn, ssn) have ssn goto ssn and try to snap to emplaced
    ;ssnface(ssn, face) set face expression of ssn
    ;ssnguard(ssn, #) set ssn to guard 1=ON, 0=Off
    ;ssnturn(ssn, heading) turn ssn to heading 0-360
    ;ssnhp(ssn, hp) set ssn’s hitpoints to hp
    ;blockfire(wpnkey, #) blockfiring of weapons under key, 0=fire, 1=block
    ;
    ;example select 1 of 3 randomly
    ; dornd
    ; text “1”
    ; next
    ; text “2”
    ; next
    ; text “3”
    ; enddo
    ;
    ;example select 1 or 3 sequentialy
    ; doseq
    ; text “1”
    ; next
    ; text “2”
    ; next
    ; text “3”
    ; enddo

    ;*********************************************************

    ;if waveready and elapse(12) then // and eq(neartype,1)
    ; consol (“srgt talking”)
    ; nearwave(“taunt1.wav”, 100)
    ; nearanim anim_idle_7 //pace and talk
    ;endif

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