BlurGaming

[RE-RELEASE] Custom Server Spawn Script - Play Music When Spawning

16 posts in this topic

Wow, its been a while since I did anything for Arma.  I was bored tonight, so I decided to port over my SUPER OLD custom spawn script that was just the Cooliest from arma 2 (DayZ).  So here ya go... Even put in a song for you.  <3

Let me know if you find any bugs (:

LETS GET STARTED!

1) Make an SQF named "playerspawn.sqf"

// Written by blur <3
//you can edit the text here to say anything you want.
//you can change the color of the text by changing color='#ff0000
//you can change the font type by changing font='Zeppelin33'  
//you can change the text size by changing size='2.25'  
waitUntil{!isNull (findDisplay 46)};  
_textString1 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString2 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString3 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString4 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString5 = ""; //Leave this blank


if ( alive player ) then {
//if ( alive player && ! isTouchingGround player ) then {  //this might work to make it so the music only plays when you are haloing in.
  	sleep 5;
	playSound "IntroSong";
	hint parseText (_textString1); sleep 5;
	hint parseText (_textString5);
	hint parseText (_textString2); sleep 5;
	hint parseText (_textString5);
	hint parseText (_textString3); sleep 5;
	hint parseText (_textString5);
	hint parseText (_textString4); sleep 5;
	hint parseText (_textString5);

};

2) Put said script into your mission PBO.

3) Open your "init.sqf" file. Put this bad boy in there.

//written by blur <3
[] execVM "playerspawn.sqf";

4) find your "description.ext" and open it, then find a nice cozy place for:

//Written by blur <3

class CfgSounds
{
    sounds[] =
    {
    introSong
    };
    class introSong
    {
    name="introSong";
    sound[]={introSong.ogg,0.9,1};
    titles[] = {};
    };
};

WOW! You're basically a full on hacker now!  Go ahead and download this song file, or use one of your own!  https://www.dropbox.com/s/mk2mstc5zzlh36h/introSong.ogg?dl=0

please note:  The song must be in .OGG format!  You can make it into an OGG by converting it in Audacity.

woop woop you are the best!

 

 

and give me all your pop tabs or the puppy gets it.

Edited by BlurGaming
  • Like 8

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1 hour ago, DirtySanchez said:

Wasn't blur gaming the hack site during arma 2?

Actually, Quite the opposite.  I worked with infistar to release early versions of his antihack (:

  • Like 4

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Welcome back Blur :)

 

Would this work if a player has music set to 0 in his settings? :P

 

/edit: This topic was in the list with last posted in, so I thought it was a new one. Now I see I bumped a 2 month old topic wth?!

Edited by InsertCoins
whut
  • Like 2

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Yea, if you spawn will played a random song.

 

Like sounds[] = {introSong,introSong2,introSong3};

if ( alive player ) then { playSound "introSong",introSong2,"introSong3"};

 

Dunno know how to script it that'll work.

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4 hours ago, Miloeve said:

Yea, if you spawn will played a random song.

 

Like sounds[] = {introSong,introSong2,introSong3};

if ( alive player ) then { playSound "introSong",introSong2,"introSong3"};

 

Dunno know how to script it that'll work.

waitUntil{!isNull (findDisplay 46)};
_sound = ["IntroSong", "IntoSong01", "IntroSong02"] call BIS_fnc_selectRandom;

_textString1 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString2 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString3 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString4 = "<t size='2.25' font='Zeppelin33' color='#ff0000' align='center'>Welcome to\nBlur Gaming</t>";  
_textString5 = "";


if ( alive player ) then 
{
   uisleep 5;
   playSound _sound;
   hint parseText (_textString1); sleep 5;
   hint parseText (_textString5);
   hint parseText (_textString2); sleep 5;
   hint parseText (_textString5);
   hint parseText (_textString3); sleep 5;
   hint parseText (_textString5);
   hint parseText (_textString4); sleep 5;
   hint parseText (_textString5);
};

o.O

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