hairston630

Can someone check my custom music files? (Listed in Exile.Altis/config)

20 posts in this topic

Hi All,

I recently added new music to a private exile server I am running.  I have been able to get the music to play, thanks to a helpful member on this forum, but wanted to get some confirmation on the additional tracks added to Exile.Altis/Config.cpp/ class CfgExileMusic.

Here is the original:

Spoiler

class CfgExileMusic
{
    Ambient[] = {"ExileTrack03","ExileTrack04"};
    Combat[] = {"ExileTrack06","ExileTrack07"};
    Intro[] = {"ExileTrack02","ExileTrack03"};
};

Here is my modified config with additional tracks added:

Spoiler

class CfgExileMusic
{
    Ambient[] = {"ExileTrack01","ExileTrack21","ExileTrack20","ExileTrack19","ExileTrack18","ExileTrack17","ExileTrack16","ExileTrack15","ExileTrack14","ExileTrack13","ExileTrack12","ExileTrack11","ExileTrack10","ExileTrack09","ExileTrack08","ExileTrack07","ExileTrack06","ExileTrack03","ExileTrack04"};
    Combat[] = {"ExileTrack06","ExileTrack12"};
    Intro[] = {"ExileTrack02","ExileTrack18"};
};

I have added the newly listed tracks in my exile_assets.pbo file but I've only noticed the ExileTracks 1-7 (these 7 tracks are my own custom music though, just overwritten) working in game.  Tracks 8-21 don't seem to play even though they are listed in my modified config to play as ambient tracks.  Would I need to call the additional tracks from somewhere else?  Maybe from a script.txt file?  I just wanted to get some clarification and ensure that I haven't missed something.  Does everything look ok, above? Thank you!

Hairston

Edited by hairston630
Grammar

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Thanks, Raven.  I have my Exile.Altis' description.ext open and see the location where I can add my own code.  Would it be as simple as adding class CfgExileMusic and the appropriate track numbers? 

Like this:

Spoiler

 

///////////////////////////////////////////////////////////////////////////////
// Server Settings - Modify at will
///////////////////////////////////////////////////////////////////////////////
author = "Exile Mod Team";
onLoadName = "Exile Mod";
onLoadMission= "exile.majormittens.co.uk";
loadScreen = "exile_assets\texture\mod\logo.paa"; 
disableChannels[] = {0, 2};
OnLoadIntro = "";
OnLoadIntroTime = false;
OnLoadMissionTime = false;

class Header
{
    gameType = Survive; // Do NOT change this
    minPlayers = 1;
    maxPlayers = 100;
};

class CfgExileMusic
{
    Ambient[] = {"ExileTrack01","ExileTrack21","ExileTrack20","ExileTrack19","ExileTrack18","ExileTrack17","ExileTrack16","ExileTrack15","ExileTrack14","ExileTrack13","ExileTrack12","ExileTrack11","ExileTrack10","ExileTrack09","ExileTrack08","ExileTrack07","ExileTrack06","ExileTrack03","ExileTrack04"};
    Combat[] = {"ExileTrack06","ExileTrack12"};
    Intro[] = {"ExileTrack02","ExileTrack18"};
};

 

 

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nope^^

example

class CfgMusic
{
      tracks[]=  {track01, track02};
 
      class track01
      {
              name = "Sun Is Shining";
              sound[] = {\music\Sun_Is_Shining.ogg, db+0, 1.0};
      };
      class track02
      {
              name = "Because I Got So High";
              sound[] = {\music\Because_I_Got_So_High.ogg, db+0, 1.0};
      };
};

Now, i think

you add these classnames (track01,track02) in "class CfgExileMusic"  Ambient[] = {"track01","track01"};

 

Tutorial

http://www.armaholic.com/page.php?id=1551

Edited by [HG]RaVeN103

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Excellent.  My last question, hopefully.  Since my music is in the same folder as the original tracks (track01-07), how would I set my file path below?  

sound[] = path?\path?\track01.ogg, db+0, 1.0};

Currently, the file path is exile_assets\music\track01  Would that work? (ie. sound[] = exile_assets\music\track01.ogg, db+0, 1.0};)

Thanks

Edited by hairston630
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2 minutes ago, BetterDeadThanZed said:

I wonder if most people are like me. The first thing I do when I get a new game is turn the music all the way down.

LOL I usually do too, but this server is customized to play alot like a sp/coop experience.  Music is there to enhance the mood.  We have some members that are new to Arma 3 and Exile and have yet to experience it this way.  We're doing this more for them.

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8 minutes ago, hairston630 said:

Currently, the file path is exile_assets\music\track01  Would that work? (ie. sound[] = exile_assets\music\track01.ogg, db+0, 1.0};)

nope, if you modify your @exile mod, then your clients must have the same modified mod, otherwise signature check errors.

So you must grab your music in your mpmission. 
Note that by the tracks your mpmission becomes very large.

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3 minutes ago, [HG]RaVeN103 said:

nope, if you modify your @exile mod, then your clients must have the same modified mod, otherwise signature check errors.

So you must grab your music in your mpmission. 
Note that by the tracks your mpmission becomes very large.

They all have the same 21 tracks packed into the pbo.  I just didnt know the correct path to put in the description file for those tracks.  Currently its  exile_assets\music\track#

Would that not work?

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