Custom BackGround Music
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Custom BackGround Music
What Kind of Music should the file type be? Does moh play mp3. or wav?
I dont get any of the tutorials.
Anybody help me?
I dont get any of the tutorials.
Anybody help me?
- CorporalPunishment
- Sergeant
- Posts: 62
- Joined: Mon May 19, 2003 5:25 am
Wav files are quite large so you will probably want to use MP3
You need to make a .mus file
In your main map script add this before "level waittill spawn"
exec global/ambient.scr YourMapName
Make a "YourMapName.mus" in the music folder.
Have a look in the music folder in you pak files for examples
Lastly a MP3 needs to be in a folder not in a Pak. So to distribute
your map you need to have the folder seperate.
You need to make a .mus file
In your main map script add this before "level waittill spawn"
exec global/ambient.scr YourMapName
Make a "YourMapName.mus" in the music folder.
Have a look in the music folder in you pak files for examples
Lastly a MP3 needs to be in a folder not in a Pak. So to distribute
your map you need to have the folder seperate.
- CorporalPunishment
- Sergeant
- Posts: 62
- Joined: Mon May 19, 2003 5:25 am
Ok, I will post here seeing as its on the same topic.
I am adapting the Berlin TOW script for my own nefarious purposes, to get the level ending music I have to refer to level.music = Berlin ( something like that, the ambient background to this Berlin is planes flying over, bombs, general war sounds, then it switches tracks when either team wins for the cinematic ending.
Soo I want the ambience to be obj_team2 ( V2 ), I can remove the berlin line in the script and play the V2 ambience but then I lose the music for the endings, I cant find what that level.music thing refers to, anyone know how to get the ambience I want and the level end music ?
Cheers.
I am adapting the Berlin TOW script for my own nefarious purposes, to get the level ending music I have to refer to level.music = Berlin ( something like that, the ambient background to this Berlin is planes flying over, bombs, general war sounds, then it switches tracks when either team wins for the cinematic ending.
Soo I want the ambience to be obj_team2 ( V2 ), I can remove the berlin line in the script and play the V2 ambience but then I lose the music for the endings, I cant find what that level.music thing refers to, anyone know how to get the ambience I want and the level end music ?
Cheers.
Philip II of Macedon sent a message to Sparta:
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
"If I win this war, you will be slaves forever."
The Spartan ephors sent back a one word reply: "If".
- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
SPEARHEAD
Mainta/ Music/ my_map.mus
Allied Assault
Main/ my_map.pk3/ Music/ my_music.mus
Naturally you are calling this .MUS file from your map script.
i.e.
That's it! ROCK on.
Mainta/ Music/ my_map.mus
Allied Assault
Main/ my_map.pk3/ Music/ my_music.mus
Naturally you are calling this .MUS file from your map script.
i.e.
Code: Select all
exec global/ambient.scr my_map.mushum?
//PrisonCamp1
//ARCHITECTURE: BiG_HeaD
//SCRIPTING: BiG_HeaD
main:
//set scoreboard messages
setcvar "g_obj_Alliedtext1" "DIE"
setcvar "g_obj_Alliedtext2" ""
setcvar "g_obj_Alliedtext3" ""
setcvar "g_obj_Axistext1" ""
setcvar "g_obj_Axistext2" ""
setcvar "g_obj_Axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/ambient.scr prisoncamp1.mus
level waitTill prespawn
//***precache Dm stuff
exec global/DMprecache.scr
level.script=maps/dm/prisoncamp1.scr
level waittil spawn
end
I made the .pk3 with one folder with maps-dm-bsp-lin-min-scr
other folder: music-prisoncamp1.mus
??!?!
//PrisonCamp1
//ARCHITECTURE: BiG_HeaD
//SCRIPTING: BiG_HeaD
main:
//set scoreboard messages
setcvar "g_obj_Alliedtext1" "DIE"
setcvar "g_obj_Alliedtext2" ""
setcvar "g_obj_Alliedtext3" ""
setcvar "g_obj_Axistext1" ""
setcvar "g_obj_Axistext2" ""
setcvar "g_obj_Axistext3" ""
setcvar "g_scoreboardpic" "none"
exec global/ambient.scr prisoncamp1.mus
level waitTill prespawn
//***precache Dm stuff
exec global/DMprecache.scr
level.script=maps/dm/prisoncamp1.scr
level waittil spawn
end
I made the .pk3 with one folder with maps-dm-bsp-lin-min-scr
other folder: music-prisoncamp1.mus
??!?!
- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
First off you need to fix that script.
1.
2.
3.
4.
The rest seems OK.
1.
Should be:level waitTill prespawn
Code: Select all
level waittill prespawnShould be:level waittil spawn
Code: Select all
level waittill spawnShould be:level.script=maps/dm/prisoncamp1.scr
Code: Select all
level.script = maps/dm/prisoncamp1.scrShould be:exec global/ambient.scr prisoncamp1.mus
Code: Select all
exec global/ambient.scr prisoncamp1- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
Really. I read someplace that you have to set level script from within the map script file.
It puzzled me as to why. But who am I to complain?
Taken from Spearhead:
Basically you set level.script so that while ingame, you can use the editscript command and it knows what script file to open. Makes sense?
It puzzled me as to why. But who am I to complain?
Taken from Spearhead:
I just came up with an answer that that satisfied my curiousity and stuck with it.level.script = maps/dm/MP_Malta_DM.scr
Basically you set level.script so that while ingame, you can use the editscript command and it knows what script file to open. Makes sense?
- The Jackal
- Sergeant Major
- Posts: 101
- Joined: Wed May 07, 2003 10:09 am
- Contact:
