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Bumping thread as i would like this script tooThe script works very well. Thanks!
I have heard that it's possible that you can use the music ONLY at the halo jump (freshspawn after dead).
Does somebody know how to change the script?
Thanks
N8hawk
You running epoch.Has anyone got the music working with just the para spawn instead of every time you log in?
The script works very well. Thanks!
I have heard that it's possible that you can use the music ONLY at the halo jump (freshspawn after dead).
Does somebody know how to change the script?
Thanks
N8hawk
Bumping thread as i would like this script too
http://opendayz.net/threads/blur-gaming-custom-spawn-tutorial.9785/page-10#post-92144Has anyone got the music working with just the para spawn instead of every time you log in?
replace your playerspawn.sqf code with thisHi Everyone.
How do I get it to play multiple songs randomly as player enters server?
Meaning having 4 or 5 ogg files and the server plays 1 song on entry randomly from the 4 or 5 in there.
Anyone know how?
Cheers
waitUntil { alive player };
//BlurGaming Intro Script
//Random sound by Fallingsheep
sleep 4;
_random = floor (random 6); //will pick a random number between 0 and 5
if ( _random == 0 ) then {
playsound "Song1";
};
if ( _random == 1 ) then {
playsound "Song2";
};
if ( _random == 2 ) then {
playsound "Song3";
};
if ( _random == 3 ) then {
playsound "Song4";
};
if ( _random == 4 ) then {
playsound "Song5";
};
cutText ["You are playing on *ServerName*", "PLAIN DOWN"];
sleep 4;
cutText ["Second Editable Text", "PLAIN DOWN"];
sleep 4;
cutText ["Third Editable Text", "PLAIN DOWN"];
class CfgSounds
{
class Song1
{
name="Song1";
sound[]={Song1.ogg,0.9,1};
titles[] = {};
};
class Song2
{
name="Song2";
sound[]={Song2.ogg,0.9,1};
titles[] = {};
};
class Song3
{
name="Song3";
sound[]={Song3.ogg,0.9,1};
titles[] = {};
};
class Song4
{
name="Song4";
sound[]={Song4.ogg,0.9,1};
titles[] = {};
};
class Song5
{
name="Song5";
sound[]={Song5.ogg,0.9,1};
titles[] = {};
};
};
sounds[] =
{
introSong
};
replace your playerspawn.sqf code with this
Code:waitUntil { alive player }; //BlurGaming Intro Script //Random sound by Fallingsheep sleep 4; _random = floor (random 6); //will pick a random number between 0 and 5 if ( _random == 0 ) then { playsound "Song1"; }; if ( _random == 1 ) then { playsound "Song2"; }; if ( _random == 2 ) then { playsound "Song3"; }; if ( _random == 3 ) then { playsound "Song4"; }; if ( _random == 4 ) then { playsound "Song5"; }; cutText ["You are playing on *ServerName*", "PLAIN DOWN"]; sleep 4; cutText ["Second Editable Text", "PLAIN DOWN"]; sleep 4; cutText ["Third Editable Text", "PLAIN DOWN"];
don forget to add your new songs to your description.ext
Example using the above sound names
Code:class CfgSounds { class Song1 { name="Song1"; sound[]={Song1.ogg,0.9,1}; titles[] = {}; }; class Song2 { name="Song2"; sound[]={Song2.ogg,0.9,1}; titles[] = {}; }; class Song3 { name="Song3"; sound[]={Song3.ogg,0.9,1}; titles[] = {}; }; class Song4 { name="Song4"; sound[]={Song4.ogg,0.9,1}; titles[] = {}; }; class Song5 { name="Song5"; sound[]={Song5.ogg,0.9,1}; titles[] = {}; }; };
enjoj random spawn music
NOTE ive never used the
Code:sounds[] = { introSong };
and all my sounds work, not sure what its for or if its even needed![]()
Obviously ... you may have followed it exactly .. or you might have missed a step .. or you might have placed something not quite where it needs to be ..yep .. you done messed up