This topic has 2 replies, 2 voices, and was last updated 2 years, 9 months ago by Coopwarriors.
Viewing 3 posts - 1 through 3 (of 3 total)
    • 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

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

      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

      ________________________
      Captain
      - Website Administrator

Viewing 3 posts - 1 through 3 (of 3 total)
You must be logged in to reply to this topic.

Latest 10 Maps

AW2 – Dune – Part 1

AW2 – White World

AW2 – Wippsteert

AW2 – Battle at Shambala Falls

AW2 – Airport Takedown v3.14

AW2 – Lumberyard XMAS

AW2 – Zombies Christmas

AW2 – Metal Christmas

AW2 – A Cooties XMAS

AW2 – XMAS Package

Log In

Username:

Password:


Lost password? | Register