[Atmosphere] Epoch Survivor Parties Support Thread

Thanks for the upload.......
But i miss the dance music.ogg file :)

And can som1 tell me the class name of the foodbox.
i did not use it in a long time and cant find it :)

I experienced a very bad HDD format lol long story short, I have lost the music file for this. The music is disabled by default anyway. I will be making a new one soon I guess. Not many people want a large mission file though. :/ If you still have th eold sound .ogg please feel free to share it.
 
if i wanna call the ogg file from the server pbo can i call it like this

sound[]={dayz_server\sounds\danceMusic.ogg, 0.4, 1};

and if this work can i use this on more scripts ?
i am not new new to scripting
but i am trying to understand the code some more instead of only cut paste

Thanks for the help guys i love this scripting sooooo much
specialy if something is working afther alot of errors

And my eng is not perfect sorry folks :)


O BTW i found a online converter for some files
Maybe this is usefull for more ppl
http://www.online-convert.com/
 
I experienced a very bad HDD format lol long story short, I have lost the music file for this. The music is disabled by default anyway. I will be making a new one soon I guess. Not many people want a large mission file though. :/ If you still have th eold sound .ogg please feel free to share it.

I found the file in a dusty old hdd.
so here we go the original sound file of this script

http://www.filedropper.com/dancemusic
 
Aloha

I have a problem i cant ghet the script working on my epoch tavi map
I dont know wy but tonight i go find it out . The rpt dont show any error..... A fool at scripting ..
 
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Maybe you placed the part that spawns the event in front of or behind the wrong bracket? Also your pic is freaking me out rofl.

EDIT: Also you cannot call out a sound from the server pbo. It must be placed in the mission pbo.
 
I need to repair more stuff om the server . My traders dont show items no more . I think there is a compiles sqf that miss some stuff . Thats gonna be a pain in my a.. To fix

The script is working.
but the music is not
Where do i drop
CGCpartyMusic = true;
in the init .
at the end? or in the if (!isDedicated) then { ?

Thanks :)
 
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I need to repair more stuff om the server . My traders dont show items no more . I think there is a compiles sqf that miss some stuff . Thats gonna be a pain in my a.. To fix

The script is working.
but the music is not
Where do i drop
CGCpartyMusic = true;
in the init .
at the end? or in the if (!isDedicated) then { ?

Thanks :)
I put mine towards the top of the init file. Above the compiles I believe. Ill have to look to be sure but im pretty sure.
 
also having probs with sound playing... evrything else is working bob on (great script) but if anyone can help me with why I'm not getting sound it'd be appreciated!
heres what I've got in my server_monitor.sqf

if (isNil "CGCdancedebug") then { // Enables/disables the debug information
CGCdancedebug = true; // Default: true
};
if (isNil "CGCpartyOn") then { // Enables/disables the whole script
CGCpartyOn = true; // Default: true
};
if (isNil "CGCplayMusic") then { // Enables/disables the party music
CGCpartyMusic = true; // Default: false
};
if (CGCpartyOn) then {
// [_frequency,_variance,_spawnChance,_spawnLimit,_CGCmodSelection]
[(5 * 30), (5 * 60), 1, -1, 0] spawn CGC_danceParty;
};

heres what's in my description.ext

class CfgSounds
{
sounds[] =
{
introSong,teleport,playerSnoring,fox,danceMusic
};
class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
class teleport
{
name="teleport";
sound[]={sounds\teleport.ogg,0.7,1};
titles[] = {};
};
class playerSnoring
{
name="playerSnoring";
sound[]={sounds\snoring.ogg,0.9,1};
titles[] = {};
};
class fox
{
name="fox";
sound[]={sounds\fox.ogg,0.9,1};
titles[] = {};
};
class danceMusic
{
name="danceMusic";
sound[]={sounds\danceMusic.ogg, 0.4, 1};
titles[] = {};
};
};

all my other sounds are working btw
also got this in my init.sqf

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;
CGCpartyMusic = true;

any ideas, anyone please ;-)
 
also having probs with sound playing... evrything else is working bob on (great script) but if anyone can help me with why I'm not getting sound it'd be appreciated!
heres what I've got in my server_monitor.sqf

if (isNil "CGCdancedebug") then { // Enables/disables the debug information
CGCdancedebug = true; // Default: true
};
if (isNil "CGCpartyOn") then { // Enables/disables the whole script
CGCpartyOn = true; // Default: true
};
if (isNil "CGCplayMusic") then { // Enables/disables the party music
CGCpartyMusic = true; // Default: false
};
if (CGCpartyOn) then {
// [_frequency,_variance,_spawnChance,_spawnLimit,_CGCmodSelection]
[(5 * 30), (5 * 60), 1, -1, 0] spawn CGC_danceParty;
};

heres what's in my description.ext

class CfgSounds
{
sounds[] =
{
introSong,teleport,playerSnoring,fox,danceMusic
};
class introSong
{
name="introSong";
sound[]={sounds\introSong.ogg,0.9,1};
titles[] = {};
};
class teleport
{
name="teleport";
sound[]={sounds\teleport.ogg,0.7,1};
titles[] = {};
};
class playerSnoring
{
name="playerSnoring";
sound[]={sounds\snoring.ogg,0.9,1};
titles[] = {};
};
class fox
{
name="fox";
sound[]={sounds\fox.ogg,0.9,1};
titles[] = {};
};
class danceMusic
{
name="danceMusic";
sound[]={sounds\danceMusic.ogg, 0.4, 1};
titles[] = {};
};
};

all my other sounds are working btw
also got this in my init.sqf

EpochEvents = [["any","any","any","any",30,"crash_spawner"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
dayz_fullMoonNights = true;
CGCpartyMusic = true;

any ideas, anyone please ;-)
I packaged this update without a sound clip because the sound was disabled for now. The mission file size is something everyone prefers to be small in general. I believe someone posted a link to the original one, which is kind of not great anyway lol, above a few posts.
 
That is awesome. A huge thanks for fixing the link. Many beans...

I have included a sound file for use. It is edited to loop almost seamlessly. Anyone like Johnny Cash?

In your description file in your mission PBO over-write the sound file in the class CfgSounds section before the closing quotes:

Code:
class danceMusic
{
    name = "danceMusic";
    sound[] = {\sound\rofire.ogg, 0.4, 1.0};
    titles[] = {};
    };

Ring of Fire
 
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hi i have a problem

i have make this with tutorial
the npc tents and so spawn
but when i go to the location i have no sound whats the problem i have no error Oo

thats in init in my mission

CGCpartyOn = true;
CGCpartyMusic = true;
CGCdancedebug = true;

description

class CfgSounds
{
sounds[] = {Brief_Open_Sound};
class Brief_Open_Sound
{
name = "Brief_Open_Sound";
sound[] = {custom\mbc\brief_open.ogg,0.4,1};
titles[] = {};
};
class siren
{
name="siren";
sound[]={custom\sounds\siren.ogg,0.9,1};
titles[] = {};
};
class danceMusic
{
name="danceMusic";
sound[]={sounds\danceMusic.ogg, 0.4, 1};
titles[] = {};
};
class error1 {
name="error1";
sound[]={custom\sounds\error1.ogg,1,1};
titles[] = {};
};
};
 
i do not know if this is your problem, the top sounds[] array is supposed to have a list of all the sounds you have defined, but you only have the first sound brief_open_sound ... try adding them all
sounds[] ={sound,sound,sound };

often, i see the cfgsound without that sound[] list array, but to have only 1 of them might cause a problem.
 
If you read the post it says this version had the music disabled purposely due to large file sizes when you add .ogg music tracks. If you want one all you need to do is put it in .ogg format and define the sound like shootingblanks said.
 
I got the mission t0 work I wont play the sound i an .ogg in sounds folder this what my description looks like the other two sounds work fine

class CfgSounds
{
sounds[] ={danceMusic};
class danceMusic
{
name="danceMusic";
sound[]={sounds\danceMusic.ogg, 0.4, 1};
titles[] = {};

};
class siren
{
name = "siren";
sound[] = {Scripts\sirens\siren.ogg,0.5,1};
titles[] = {};
};
class introSong
{
name = "introSong";
sound[] = {introSong.ogg,0.9,1};
titles[] = {};

};
};
 
if you look at my post literally above yours it says why you do not hear music. If you have made your own music loop then you will need to be more clear as to what you did to add it in besides the description file.
 
Great job on the script. I'm getting a few errors and not all the items are spawning in at the party. Below will be the errors i'm getting . Any help would be great. Thanks in Advance,

1...Error in expression < BIS_fnc_selectRandom;
_HoD_tentSpawn = DayZ_Tents call BIS_fnc_selectRandom;
_n>
2:57:06 Error position: <DayZ_Tents call BIS_fnc_selectRandom;
_n>
2:57:06 Error Undefined variable in expression: dayz_tents
2:57:06 File z\addons\dayz_server\DZSC\DZSC_init.sqf, line 66

2..Error in expression <to _objectCount do {
_HoD_cutterSpawn = DayZ_cutter call BIS_fnc_selectRandom;
}>
2:57:06 Error position: <DayZ_cutter call BIS_fnc_selectRandom;
}>
2:57:06 Error Undefined variable in expression: dayz_cutter
2:57:06 File z\addons\dayz_server\DZSC\DZSC_init.sqf, line 75

3..Error in expression <",1,"PRIVATE"];
_tent = createVehicle [_CGCtentSelect, _unitpos,[], 2, "CAN_COL>
2:57:06 Error position: <_CGCtentSelect, _unitpos,[], 2, "CAN_COL>
2:57:06 Error Undefined variable in expression: _cgctentselect
2:57:06 File z\addons\dayz_server\DZSC\relaxers1.sqf, line 26
 
so to get this to work for epoch im placing it in my server_monitor.sqf like this?


if(isnil "dayz_MapArea") then {
dayz_MapArea = 10000;
};
if(isnil "HeliCrashArea") then {
HeliCrashArea = dayz_MapArea / 2;
};
if(isnil "OldHeliCrash") then {
OldHeliCrash = false;
};
// DZSC
[] spawn {
//[spawn%,limit,enabled,debug,music]
[1,-1,true,true,false] call DZSC_execScript;
};

because I'm getting no errors, but I'm also getting no evidence of these places spawning.
 
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