Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Sep 02, 2005 8:50 am 
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Joined: Fri Sep 17, 2004 12:00 am
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Location: 1.80m above the ground
I got it from the hudsetup, and it plays regular soundfiles. I guess it can only playback when invoked by the hud.
From Menu_server.zip#HUD\HudSetup\Communication\HudElementsRadioComm.con:

Code:
hudBuilder.createButtonNode       RadioRose RadioRightLow 449 298 199 26
hudBuilder.setButtonNodeMouseArea    24 1 170 74
hudBuilder.setButtonNodeTexture    2 Ingame\Communication\Rose\Selected_R03.tga
hudBuilder.setButtonNodeTexture    1 Ingame\Communication\Rose\unSelected_R03.tga
hudBuilder.setButtonNodeConCmd      "RadioInterface.selectOrder 11" 0
hudBuilder.setButtonNodeConCmd      "sound.playSound rosePress" 0
hudBuilder.setButtonNodeConCmd      "sound.playSound roseOver" 1
hudBuilder.setButtonNodeDebug      0
hudBuilder.setNodeShowVariable       RadioInterfaceShow
hudBuilder.setNodeInTime       0.1
hudBuilder.setNodeOutTime       0.1
hudBuilder.addNodeMoveShowEffect   3.14 30

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PostPosted: Fri Sep 02, 2005 4:48 pm 
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Joined: Tue Nov 02, 2004 12:00 am
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ya I notcied that, but I could figure out what roseOver and such were. Its used like a varaible or call, but I could find what its referencing.

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PostPosted: Fri Sep 02, 2005 5:06 pm 
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Location: 1.80m above the ground
roseOver is a sound added with sound.addsound.
From Common_server.zip#Sound\GameSounds.con
in the Menu section:
Code:
Sound.addSound roseOver
ObjectTemplate.soundFilename Common/Sound/menu/roseOver.wav
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.37
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Thats all theres to it.

BTW, i suppose you meant couldnt when you wrote could? Its pretty confusing ;)

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PostPosted: Fri Sep 02, 2005 5:08 pm 
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ah thanks.

sorry. ya I meant couldn't. oops :oops:

I just woke up, not totally thinking clearly yet.

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PostPosted: Sat Nov 05, 2005 12:38 am 
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sorry figured it out. Case sensitive.

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PostPosted: Sat Nov 12, 2005 11:38 am 
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Small breaktrough:
sound issued by python. Theres only one glitch: it mean you have to edit the menu and remove all the award recommendations.
The idea is simple:
use this command:
bf2.gameLogic.sendRankEvent(player, rank, score)
player is an player instance (use a for loop for all the players in the game and send them all the msae command)
rank is the rank typ, this is what gets changed for every single eventtype (ie flag capped, flag stolen etc.)
score can be anything you like, but i keep it at 0

Now the problem is: the menu shows an little icon with your rank in it, that needs to be removed, ill go searching for it.

I hope you guys like it, ill see if i can make it work better. I dont think this misuse of the ranking award system will bother the game, since you cant get any awards anyway in this game using mods.

edit:
Image
Theres the promotionsound too. Problem is, theres only one sound. So that has to be done by some other method.

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PostPosted: Sat Nov 12, 2005 7:17 pm 
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can we create our own ranking sounds? or is it hardcoded to call only the promotion and demotion sounds? Cuase if we can create more "promotion" sounds and then call them the same way, we could add more sounds.

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PostPosted: Sat Nov 12, 2005 7:21 pm 
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Thats the problem, afaik promotionsounds (im not able to demote) are hardcoded. Maybe someone can find the reference where the sound is called (not cerated), maybe that will explain osme more, but im afraid its jsut hardcoded. But atleast the message is clear now, and you can change the picture you see in the top right corner to something informative (an icon of a stick figure stealing a flag for example)
I think well end up using sounds as armoreffects, icw pythons setDamge() function

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