fadeMusic - Printable Version +- Comrades in Arms Discussion Board (http://forum.ciahome.net) +-- Forum: Comrades in Arms Life (http://forum.ciahome.net/forumdisplay.php?fid=3) +--- Forum: Mission Making (http://forum.ciahome.net/forumdisplay.php?fid=8) +--- Thread: fadeMusic (/showthread.php?tid=1864) |
fadeMusic - Mjolnir - 04-16-2010 Im trying to use this command for a mission Im making, and I want the music to fade in slowly. So Ive got a script called musicvol.sqs which looks like this: Quote:0.1 fademusic 0Yet, it just keeps the music at full volume. Im playing the music via the effects tab of a trigger. Any ideas on what Im doing wrong Re: fadeMusic - Overlord - 04-16-2010 Shouldn't you use values (e.g. 0.00 for silence) instead of binary format? Re: fadeMusic - Pulverizer - 04-20-2010 1 is interpreted as 1.0 and .1 is 0.1 etc. Leaving out the decimal point makes no difference to what data type the numerical value will be because OFP numbers are always floating point. I think they're 32-bit, with 24 bits of precision (16,777,216). The problem is probably caused by the trigger you use. Try using playMusic instead. You can get the music class name from the trigger by saving the mission and then looking at mission.sqm. This works fine for me: 0 fademusic 0 playMusic "Track3" 125 fademusic 1 exit |