Jump to content

Home

How do you make objectives and add music?


Marth

Recommended Posts

It's best to go with dynamic music because it goes with the flow of the action. Here's how to do it, extract dms.dat from assets0.pk3. Open it up with notepad. Scroll down near the bottom and it'll be self explanatory how to do it. If for some reason you don't catch on here's 2 examples

 

Mymap

{

explore ImpBaseE_explore

action ImpBaseE_action

}

 

or

 

Mymap

{

uses kejim_base

}

 

Save it and make sure it's in a folder called ext_data in your base folder.

 

For objectives, you have to do some scripting. Extract objectives.sp from assets2.pk3. With objectives you have to rewrite the existing ones. Here's an example

 

{

REFERENCE KEJIM_POST_OBJ1

TEXT_LANGUAGE1 "Investigate the abandoned Imperial outpost."

}

 

changed to

 

{

REFERENCE KEJIM_POST_OBJ1

TEXT_LANGUAGE1 "Kill anyone in sight".

}

 

The reason why you have to use the existing refrences is because with BehavED you can only chose the objectives from the original maps in the game. The objectives are manipulated through scripts with Hide, show,succeeded and failed commands.

 

//Generated by BehavEd

 

rem ( "comment" );

 

affect ( "kyle", /*@AFFECT_TYPE*/ FLUSH )

{

set ( /*@SET_TYPES*/ "SET_OBJECTIVE_SHOW", /*@OBJECTIVES*/ "KEJIM_POST_OBJ1" );

}

Link to comment
Share on other sites

  • 3 weeks later...

go into your map, select any brush (NOT an entity), and hit n, then add the "music" key, with the value "music\<musicfilenamehere>" (without the quotes). You can see the music filenames simply by opening assets0.pk3 in winzip or whatever and sampling them..

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...