Darkside_500 Posted June 25, 2004 Share Posted June 25, 2004 Hi, I dont want to waste anyone's time so Ill cut right to the chase. I need someone who can write a script for me that will play music when the PC enters the cell "The Straight Arrow". If anyone can write this script for me it would be greatly appreciated. It is needed for my upcoming mod "SoulHeight: Flying City" If you are willing to write this script for me, please either respond here of email me at [email protected]. Thanks. Link to comment Share on other sites More sharing options...
Marxist ßastard Posted June 26, 2004 Share Posted June 26, 2004 Replace MP3 name and path where necessary. This should be a startscript. Length Should be the length of the MP3. Set BlankTime to the amount of time there will be at the end of the MP3 where there is no music (should be greater than a second and a half). BP1, BP2, and BP3 should be the starting point of the first, second, and third times where the music dies down a bit -- if they exist at all -- respectively. BP1E, BP2E, and BP3E should be the ending points of these moments. The time between BP* and BP*E should be where the music can safely change to another MP3. For this to work, you must create a global (Short, starting value = 0) named BarFight (rename and replace within the script following this one to accomodate naming conventions). Begin BarMusic Short State Short UseBreakPoints Set UseBreakpoints to 1 ;Whether or not breakpoints should be used. Float Length Set Length to 278.24 Float BP1 Set BP1 to 52.10 Float BP1E Set BP1E to 52.80 Float BP2 Set BP2 to 120.32 Float BP2E Set BP2E to 122.05 Float BP3 Set BP3 to ( 2 * Length ) ;Copy this to BP2 if there is only one breakpoint and BP1 (in addition to BP2) if you don't want to use breakpoints, but rather transition at the end of the MP3. If you want to transfer over in medias muzakus, set UseBreakPoints false. Float BP3E Set BP3E to 0 ;Doesn't matter, if you aren't using the third breakpoint. Float BlankTime Set BlankTime to 2 Float Timer Float BTResult Set BTResult to ( Length - BlankTime ) Short Wait If ( Wait ) If ( BarFight > 0 ) Return Else Set Wait to 0 EndIf EndIf If ( BarFight > 0 ) Set State to 3 ElseIf ( GetPCCell "The Straight Arrow" ) If ( State == 0 ) StreamMusic "SoulHeight\StraightArrow.mp3" Set State to 1 Set Timer to 0 ElseIf ( Timer >= BTResult ) StreamMusic "SoulHeight\StraightArrow.mp3" Set Timer to 0 Else Set Timer to ( Timer + GetSecondsPassed ) EndIf Return ElseIf ( State == 1 ) If ( UseBreakPoints ) If ( Timer <= BP1 ) If ( Timer >= BP1E ) Set State to 2 EndIf ElseIf ( Timer <= BP2 ) If ( Timer >= BP2E ) Set State to 2 EndIf ElseIf ( Timer <= BP3 ) If ( Timer >= BP3E ) Set State to 2 EndIf ElseIf ( Timer >= Length ) Set Timer to 0 Set State to 0 Else Set Timer to ( Timer + GetSecondsPassed ) EndIf Else Set State to 2 EndIf Return EndIf If ( State == 2 ) If ( Random100 < 25 ) StreamMusic "Explore\mx_explore_1.mp3" ElseIf ( Random100 < 50 ) StreamMusic "Explore\mx_explore_2.mp3" ElseIf ( Random100 < 75 ) StreamMusic "Explore\mx_explore_3.mp3" Else StreamMusic "Explore\mx_explore_4.mp3" EndIf ElseIf ( State == 3 ) If ( Random100 < 25 ) StreamMusic "Battle\MW Battle 1.mp3" ElseIf ( Random100 < 50 ) StreamMusic "Battle\MW Battle 2.mp3" ElseIf ( Random100 < 75 ) StreamMusic "Battle\MW Battle 3.mp3" Else StreamMusic "Battle\MW Battle 4.mp3" EndIf Set Wait to 1 EndIf Set Timer to 0 Set State to 0 End For the music to stop when the player is attacking something, attatch the following script to all NPCs and creatures in the bar. Begin BarFightScript Short DoOnce If ( GetTarget Player ) If ( DoOnce < 1 ) Set BarFight to ( BarFight + 1 ) Set DoOnce to 1 EndIf ElseIf ( DoOnce ) Set BarFight to ( BarFight - 1 ) Set DoOnce to 0 EndIf End Note that this is still quite rough and has not been tested to any extent. Link to comment Share on other sites More sharing options...
Darkside_500 Posted July 3, 2004 Author Share Posted July 3, 2004 Thanks alot. I am about to go test it out now. Link to comment Share on other sites More sharing options...
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