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-   -   [DF2] what am i doing wrong? df2med (https://novahq.net/forum/showthread.php?t=47594)

DennisRotten 06-29-2014 09:35 AM

what am i doing wrong? df2med
 
Please help me! Working on an campaign and i want it to be little realistic in game.
What am I doing wrong? I can't see or play the the sound either..
And when player is in area it wont work. -.-
Sounds like cricket and water works but not radio sound if you understand what i mean.:dontknow:
admin can delete my other thread posted it wrong :laugh:

MAJWIZ 06-30-2014 06:50 PM

This is a simple wave format: if past(1) and never() then
wave("duma1.wav", 100)

endif the (1) tells the computer how long to wait before playing the wave script. ie 5 seconds or however long you need. "duma1.wav" is the sound you want to play (insert your own wave sound) and 100 is the sound level. dont forget to add ENDIF at the end. That ends the IF statment.

MAJWIZ 06-30-2014 06:59 PM

As for Player in TRIGGER AREA this one is used in the WAC file. IE:

if ssnarea(10000,3) and never then
wave("comd584.wav",100)
endif
ssnarea = 10000 is player and 3 is the area you want to trigger.
wave is what you want to play.

MAJWIZ 06-30-2014 07:14 PM

to use the TRIGGER AREA in the event section the top IF(triggers) would be:
SSN 10000 IS WITHIN AREA 1(OR WHAT EVER AREA YOU NEED TO USE).
THEN(action)
You can use killssn, redirect ssn, redir group plus many more.
the easest way is to download a game file and read the way the event are layed out.

DennisRotten 07-02-2014 09:19 AM

Hello, thanks for taking your time to answer but i did not understand so much of it. But i'm working on it :)

MAJWIZ 07-02-2014 03:14 PM

Download any of my maps and open wac file then read how the wave's are layed out.
SAMPLE WAVE SCRIPTS (HOW WAVE IS SET UP)
if past(10) and never then--- AFTER 10 SECONDS START THIS WAVE SOUND
wave("comd553.wav",100)----play WAVE ,100=VOLUME (command MUST be between " ")
endif ---END THIS WAVE

if ssndead(15) and never then==IF SSN DEAD THEN-PRINT TEXT ON SCREEN
text("LOOKS LIKE WE GOT OUT JUST IN TIME") TEXT (don't forget " " or the text won't print on screen)
endif---END TEXT

if ssnarea(10000,4) and never then--IF PLAYER (10000) IS IN AREA 4 THEN PLAY WAVE
wave("CHOP162.wav",100)
endif

MAJWIZ 07-02-2014 04:45 PM

DENNISROTTEN: Made you a map for sound. called TEST FILE, located in DFX2.

DennisRotten 07-04-2014 01:02 PM

Hi, I looked over the test file but it's for dfx2 i use df2med for delta force 2. So i can't opend the file with my med

MAJWIZ 07-06-2014 02:27 PM

sorry, but i only have DFX and DFX2 installed. the WAC file can br opened with ms office or notepad.

--BulletMagnet-- 07-12-2014 04:16 PM

Delta Force 2 maps do not use WAC files.

Dennis, are you trying to use sound markers?

DennisRotten 07-12-2014 04:53 PM

Quote:

Originally Posted by --BulletMagnet-- (Post 383835)
Delta Force 2 maps do not use WAC files.

Dennis, are you trying to use sound markers?

hi bullet, yes i use sound markers for animals sound but not when i want alpha/charlie or black widow sound.
then i do like this.

when group is in area 1, group blue, play wavelist, wavelist 1.

then nothing happens ingame. i can't listen to the sound or see what it's supposed to sounds like either. :/

--BulletMagnet-- 07-13-2014 04:49 PM

Quote:

Originally Posted by DennisRotten (Post 383836)
hi bullet, yes i use sound markers for animals sound but not when i want alpha/charlie or black widow sound.
then i do like this.

when group is in area 1, group blue, play wavelist, wavelist 1.

then nothing happens ingame. i can't listen to the sound or see what it's supposed to sounds like either. :/

Novalogic didn't make it easy to use voiceovers in your maps.

What you have to do is enter the name of a dialog file in the General Info section of your map. Those dialog files contain the .wav sound files you reference in the map events.

You'll need the names of the dialog files (they're PWF files inside the PFF file), and there's probably only one guy remaining in the world who has that list. Luckily for you, it's me. :)

I'll post the list and detailed instructions in a bit.

--BulletMagnet-- 07-13-2014 08:02 PM

1 Attachment(s)
Ok, I've attached a .ZIP file containing 4 files. Each of these files represent a different dialog file and list the .WAV voiceover sound files within them.

You'll need the unlocked DF2 Med v1.43a

1.) From the 4 included files, choose the one you want. Just browse through the sound list within and find one that has the type of sounds you want. This is hard to do as each file contains many voiceovers and they are all fairly similar. Most of them contain generic stuff like "Alpha 2 is Down!", but some of them contain mission-specific stuff, such as "Destroy the SCUDS at Objective Bravo."

2.) In the MED, go to Edit ---> General Info. In the 'Dialog File' field, enter the name of the dialog file you chose, such as DFDLGSM.

3.) Now, in your events, add an event to play the .WAV number you want (listed in the DFDLGSM doc file).

4.) Test it in your game.

Let me know how it works. There are ways to create your own dialog files and add whatever sounds you want, e.g. combining sounds from different dialog files or importing sounds from other games, but that requires a few more tools and knowledge.

DennisRotten 07-13-2014 08:08 PM

Quote:

Originally Posted by --BulletMagnet-- (Post 383839)
Ok, I've attached a .ZIP file containing 4 files. Each of these files represent a different dialog file and list the .WAV voiceover sound files within them.

You'll need the unlocked DF2 Med v1.43a

1.) From the 4 included files, choose the one you want. Just browse through the sound list within and find one that has the type of sounds you want. This is hard to do as each file contains many voiceovers and they are all fairly similar. Most of them contain generic stuff like "Alpha 2 is Down!", but some of them contain mission-specific stuff, such as "Destroy the SCUDS at Objective Bravo."

2.) In the MED, go to Edit ---> General Info. In the 'Dialog File' field, enter the name of the dialog file you chose, such as DFDLGSM.

3.) Now, in your events, add an event to play the .WAV number you want (listed in the DFDLGSM doc file).

4.) Test it in your game.

Let me know how it works. There are ways to create your own dialog files and add whatever sounds you want, e.g. combining sounds from different dialog files or importing sounds from other games, but that requires a few more tools and knowledge.

Thank you so much Bullet! :hail::jump::trink:

I haven't slept yet and start working in 6h, but when I get home I will try it out!
Again thanks! :gj::)

DennisRotten 07-14-2014 11:40 AM

Can't thank you enough --BulletMagnet-- !!!
Works Perfect!!!

:D


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