This topic has 2 replies, 2 voices, and was last updated 4 years, 10 months ago by Coopwarriors.
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    • Coopwarriors Participant
      December 24, 2020 at 17:35 #3107

      how can i add music. to object. like radio or car

    • 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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