Call to prayer script for mission makers (marker version)

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  2. 8 years ago
    Edited 8 years ago by SpyderBlack723

    Are you getting an error or is it just crashing? If there is an error I would check for misconfigured cfgSounds.

  3. they all work just fine for me. Pillow I would use the last one posted as its the best of the lot.

  4. Edited 8 years ago by SpyderBlack723

    I'll just write a new one from scratch that incorporates features of both scripts so we can have the ability for multiple locations and moving civilians.

    Probably gonna aim for these features

    • TAOR markers - Areas where CTP locations will be present
    • Blacklist markers - Areas where CTP locations will not be present
    • Toggle: Have script automatically pick up CTP locations
    • Manual CTP location definitions
    • Toggle: Civs will move to nearby CTP locations

    + Multiple CTP sounds per mission selected at random
    + Animate civs at place of prayer if they are moved

    Let me know if there are any more feature requests

  5. Edited 8 years ago by HeroesandvillainsOS

    I was actually about to pop in to see if the one AuTigerGrad and I use (the one which you and Hazey worked on) could be used in conjunction with the one Sheeps posted. I like the idea of one universal CTP playing across the map from the speakers used beside the different sounding one Sheeps posted that I can place directly inside mosques via a trigger(s). I also think two different prayers during one mission would spice things up.

    What do you guys think?

    So one for the entire map via speakers and the other different sounding one that Sheeps posted that draws the civs used together would be what I was thinking but I'm open to suggestions.

  6. @SpyderBlack723 + Multiple CTP sounds per mission selected at random

    Did you edit that in or did I miss it? LOL! Your idea is now (or was the whole time :) ) picture perfect, as is par for the course with you. I love the entire plan you listed above.

  7. Any + means added due to request.

  8. Edited 8 years ago by Sheeps

    Is it possible to make them sit when they get in the Mosque?

    Really like your ideas spyder.

  9. @Sheeps Is it possible to make them sit when they get in the Mosque?

    Really like your ideas spyder.

    That would be cool. A prayer animation (knees, arms and head on the floor) would be better but I doubt BIS added that. Lol.

  10. Edited 8 years ago by SpyderBlack723

    Yes it is possible to make them sit
    Yes I have just coded them to do just that
    Yes the script is almost done
    Yes I am starting to hear the prayer even when it is not playing

    Please help

  11. @SpyderBlack723 Please help

    I think you should pray about it. You know, when life gives you lemons...

    ;)

  12. Edited 8 years ago by SpyderBlack723

    https://www.dropbox.com/s/xnix4bxbq4rl02p/Spyder_CallToPrayer_V1.0.rar?dl=0

    ------------------------------------------------------------
    Features
    ------------------------------------------------------------

    • TAOR markers - Areas where CTP locations will be present
    • Blacklist markers - Areas where CTP locations will not be present
    • Toggle: Have script automatically find CTP locations if no user defined buildings are nearby
    • User defined CTP buildings
    • User defined CTP locations
    • Toggle: Civs will move to nearby CTP locations, and move back once prayer is done
    • Multiple CTP sounds per mission selected at random
    • Civs will sit down if moved to the prayer site

    ------------------------------------------------------------
    Install Instructions
    ------------------------------------------------------------

    1. Drop the Spyder_Modules folder into the root of your mission folder
    2. Add the following lines to your mission's description.ext file
    class CfgFunctions {
    	#include <Spyder_Modules\CfgFunctions.hpp>
    };
    class CfgSounds {
    	sounds[] = {Spyder_CTP_0,Spyder_CTP_1};
    	class Spyder_CTP_0 {
    		name = "Spyder_CallToPrayer_0";
    		sound[] = {"Spyder_Modules\CallToPrayer\sounds\ctp_0.ogg", db+1, 1};
    		titles[] = {};
    	};
    	class Spyder_CTP_1 {
    		name = "Spyder_CallToPrayer_1";
    		sound[] = {"Spyder_Modules\CallToPrayer\sounds\ctp_1.ogg", db+1, 1};
    		titles[] = {};
    	};
    };

    ------------------------------------------------------------
    Starting call to prayer
    ------------------------------------------------------------

    Add the following lines to your mission's init.sqf file

    https://gist.github.com/SpyderBlack723/46f9d77a5e7f5670f2a4

    Here is an example of a customized init.sqf
    https://gist.github.com/SpyderBlack723/7ccac4c63da35e6d11f7

    If you want to get a building's classname for the // CTP Buildings (building classnames)
    section, start a blank mission in the editor, walk up to the building you want, pause the game and write the following code into the debug console located in the center of the screen

    copyToClipboard str (typeOf cursorObject);

    This will copy the building's classname to your clipboard

  13. Edited 8 years ago by HeroesandvillainsOS

    Does this include a map-wide CTP with the automatically populated speakers, alongside a different sounding one which we can choose the location of? I'm assuming so since I see two ogg files but just want to be sure I know what this is before I readjust my missions.

  14. Edited 8 years ago by SpyderBlack723

    Each CTP speaker will pull in nearby units up to somewhere between 400-500m

    There are only two sounds atm because I was too lazy to find more. Each CTP speaker will randomly select between the two sounds.

  15. Edited 8 years ago by HeroesandvillainsOS

    Wow. Awesome. I'll try it tonight! Thanks Spyder.

    Do you think this means I can have CTP working on FATA now since I'll be in direct control of where the speakers spawn? For some reason, that map didn't work with the automatic speakers version. No speakers would spawn at all.

  16. And on another note I'll get to see if 3 max civ placement modules will kill my missions. I'll know if 100 civs start traveling to pray and my game crashes basically. :)

  17. Yes, it should work on fata as well if you manually define locations

  18. Please tell me you will be including that in the next version of Spyder Addons?
    I am going to try to get that working as soon as possible in a map.

  19. I Probably will include it. I built it in the exact same format so it would be rather easy.

  20. Boom! What a legend. Nice job Spyder. I shall get integrating it later.

  21. Nice work Spyder

    +1 vote for inclusion in SypderAddons

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