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Dutchy3010

DYOM V7 - Second Beta release

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GTAIndonesia
3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

 

If we mute an ambient sound in a certain objective, will we be able to replay it later in another objective later on?

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BKCheddar

maybe add turf wars on the next version?.p

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AlanCrytex
Can you make option to neutral actor will attack you, when you hurt it?

Do you mean that neutral actor (actor we supposed not to kill) will attack you?

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Moryachok
Can you make option to neutral actor will attack you, when you hurt it?

Do you mean that neutral actor (actor we supposed not to kill) will attack you?

Yes, if I attack him.

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ProtoZeroZ

EDIT: Guys we should make a Trailer for this smile.gif Lets get someone who recorded their V7 mission test and mix it then make a trailer out of it make a crew of this guys tounge.gif

Edited by ProtoZeroZ

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Yezz007

 

If we mute an ambient sound in a certain objective, will we be able to replay it later in another objective later on?

>>

 

....To pause ambient sound for a objective, you create a file in the same directory as the sound files with the name: 01.noa, 02.noa, 03.noa, ......

 

"Pause" is the main keyword of this.

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Technique

I can't wait for the final release damnit biggrin.gif

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LFarmer
Dutchy, I just found that if you use DYOM

with CLEO4, checkpoints will be invisible. CLEO3 cures it.wink.gif

Nope.

 

I used CLEO 3 and checkpoint was invisible. <-During mission designing.

Maybe you put too much objectives that make the checkpoint invisible?

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AlanCrytex

How to do this ::

 

I make 4 objective. I want (am.mp3) play at start. And then I want (02.mp3) play at next objective. Then, I want (am.mp3) continue play when reach at objective 3. Then, i want objective 4 no music. I play the mission. (am.mp3) play at start. Then, I go to next checkpoint (am.mp3) and (02.mp3) (both play at same time). How to make (am.mp3) to stop at 2nd objective???

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AlanCrytex
3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

You set the music as ambient sound, and mute it for all objectives besides 2, 3 and 4.

How to mute it? confused.gif

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Alexander

 

3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

You set the music as ambient sound, and mute it for all objectives besides 2, 3 and 4.

How to mute it? confused.gif

You don't need to double post, dude.

 

If you want to know how to pause the ambient sound, look at this:

 

 

A new feature has been added that enables you to pause ambient sound during specific objectives. To pause ambient sound for a objective, you create a file in the same directory as the sound files with the name: 01.noa, 02.noa, 03.noa, ......

The content of the file doesn't matter, it can just be an empty textfile. But the extension should be "noa" (no ambient). For each objective were there exist a NOA file, the ambient sound is paused

 

And that's it. Good luck with your missions icon14.gif

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VergilDD

I found a bug, but I cant guess what it is, here is the link for the mission:http://www.4shared.com/file/3vx0JQx8/DYOM8.html.When the truck stoped the game crashes! Please check the mission and correct it!!!

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AlanCrytex
3) Only ambient sound extend beyond an objective, you can now mute it in the parts of your mission where you don't want to hear it.

But that isnt what we need. See, for example if we want to have music play from objective two to objective four, it is impossible, because when you reach objective 3, the music stops.

You set the music as ambient sound, and mute it for all objectives besides 2, 3 and 4.

How to mute it? confused.gif

You don't need to double post, dude.

 

If you want to know how to pause the ambient sound, look at this:

 

 

A new feature has been added that enables you to pause ambient sound during specific objectives. To pause ambient sound for a objective, you create a file in the same directory as the sound files with the name: 01.noa, 02.noa, 03.noa, ......

The content of the file doesn't matter, it can just be an empty textfile. But the extension should be "noa" (no ambient). For each objective were there exist a NOA file, the ambient sound is paused

 

And that's it. Good luck with your missions icon14.gif

I rename my music (01.mp3) to (01.noa) When i play mission, music doesnt play it.

But when my music is type of mp3 (01.mp3), game play the music.

 

Did i have to convert the music (mp3) to (noa) by using software?

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BKCheddar
Dutchy, I just found that if you use DYOM

with CLEO4, checkpoints will be invisible. CLEO3 cures it.wink.gif

Nope.

 

I used CLEO 3 and checkpoint was invisible. <-During mission designing.

The invisible bug isn't happening with me anymore,try deleting gxthook.cleo , peeps.

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Alexander
I rename my music (01.mp3) to (01.noa) When i play mission, music doesnt play it.

But when my music is type of mp3 (01.mp3), game play the music.

 

Did i have to convert the music (mp3) to (noa) by using software?

No, you're confused. Let me explain this:

 

In the "GTA User files/SD/XXXX" directory (where "XXXXX" is a random name) you can find 2 tipes of files: the ".mp3" files and the ".noa" files.

 

You can find one "am.mp3". That is the ambient sound, this one starts at the begining of the mission and plays during the whole mission, but you can pause it using one "XX.noa" file. The content of this "XX.noa" file doesn't matter. You can create a ".txt" with nothing in it, and rename it. If you have a file "03.noa" file, the ambient sound will stop at the start of the objective "03", and will continue at the begining of the objective "04". You can also use this: "03.noa, 04.noa, 05.noa", and the ambient sound will not play in the objectives 03, 04 and 05.

 

 

You can also find files like "01.mp3", "02.mp3", "03.mp3", etc. These files are sounds that will only play in one objective. The name of the file tells you what in what objective the sound will start. The sound stops at the end of that objective.

 

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PatrickW
In the "GTA User files/SD/XXXX" directory (where "XXXXX" is a random name) you can find 2 tipes of files: the ".mp3" files and the ".noa" files.

 

You can find one "am.mp3". That is the ambient sound, this one starts at the begining of the mission and plays during the whole mission, but you can pause it using one "XX.noa" file. The content of this "XX.noa" file doesn't matter. You can create a ".txt" with nothing in it, and rename it. If you have a file "03.noa" file, the ambient sound will stop at the start of the objective "03", and will continue at the begining of the objective "04". You can also use this: "03.noa, 04.noa, 05.noa", and the ambient sound will not play in the objectives 03, 04 and 05.

 

 

You can also find files like "01.mp3", "02.mp3", "03.mp3", etc. These files are sounds that will only play in one objective. The name of the file tells you what in what objective the sound will start. The sound stops at the end of that objective.

Excellent explanation icon14.gifbreadfish_by_Moto.gif

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guib

And if you can't see the .noa on your screen, you have to go to your folder options and find the extensions button, something that says "hide the extensions" or something like that, and turn that off.

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AlanCrytex
I rename my music (01.mp3) to (01.noa) When i play mission, music doesnt play it.

But when my music is type of mp3 (01.mp3), game play the music.

 

Did i have to convert the music (mp3) to (noa) by using software?

No, you're confused. Let me explain this:

 

In the "GTA User files/SD/XXXX" directory (where "XXXXX" is a random name) you can find 2 tipes of files: the ".mp3" files and the ".noa" files.

 

You can find one "am.mp3". That is the ambient sound, this one starts at the begining of the mission and plays during the whole mission, but you can pause it using one "XX.noa" file. The content of this "XX.noa" file doesn't matter. You can create a ".txt" with nothing in it, and rename it. If you have a file "03.noa" file, the ambient sound will stop at the start of the objective "03", and will continue at the begining of the objective "04". You can also use this: "03.noa, 04.noa, 05.noa", and the ambient sound will not play in the objectives 03, 04 and 05.

 

 

You can also find files like "01.mp3", "02.mp3", "03.mp3", etc. These files are sounds that will only play in one objective. The name of the file tells you what in what objective the sound will start. The sound stops at the end of that objective.

Hmm. Okay let me think. Do you mean if I want ambience sound (am.mp3) stop at objective 2, I must make a noa file and rename it to "02.noa". So ambience sound will stop at objective 2 and continue at 3.

 

And another thing, .txt files. Hmm. Do you mean if I want ambience music stop at objective 3, I must do a text file and rename it to "03.txt" with nothing in it. So ambience sound will stop at objective 3 and will continue at objective 4.

 

Another last thing, If i want ambience sound stop at objective 2,3,4,5. So I must make 4 noa files that name "02.noa" - "03.noa" - "04.noa" and "05.noa" ??

 

Is it right? colgate.gif

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Alexander

 

Another last thing, If i want ambience sound stop at objective 2,3,4,5. So I must make 4 noa files that name "02.noa" - "03.noa" - "04.noa" and "05.noa" ??

Yes, that's how it works.

 

 

 

And another thing, .txt files. Hmm. Do you mean if I want ambience music stop at objective 3, I must do a text file and rename it to "03.txt" with nothing in it. So ambience sound will stop at objective 3 and will continue at objective 4.

You must take a ".txt" file and rename it to "xx.noa".

 

 

 

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AlanCrytex
Another last thing, If i want ambience sound stop at objective 2,3,4,5. So I must make 4 noa files that name "02.noa" - "03.noa" - "04.noa" and "05.noa" ??

Yes, that's how it works.

 

 

 

And another thing, .txt files. Hmm. Do you mean if I want ambience music stop at objective 3, I must do a text file and rename it to "03.txt" with nothing in it. So ambience sound will stop at objective 3 and will continue at objective 4.

You must take a ".txt" file and rename it to "xx.noa".

Thanks! I have understand it! Thank you!

Now you're in my respect list biggrin.gif

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Alexander

 

Thanks! I have understand it! Thank you!

Now you're in my respect list biggrin.gif

No problem, I hope I helped you, friend tounge.gif

 

 

Excellent explanation

 

Thanks! biggrin.gif

 

Btw, Patrick, Can you add an option to make an object move after an objective in the final version?

I want to use it with some timeouts for some accidents and stuff in my mission pack

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AlanCrytex

 

No problem, I hope I helped you, friend  tounge.gif

You really helped me alot! colgate.gif

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GTAIndonesia

How nice.

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AlanCrytex
How nice.

What do you mean?

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PatrickW
Btw, Patrick, Can you add an option to make an object move after an objective in the final version?

I want to use it with some timeouts for some accidents and stuff in my mission pack

This kind of stuff is intended to be solved by using two identical objects:

  • One static, that is hidden after a certain objective
  • One moving, that is spawned at the same objectove at exactly the same location

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Stuntzman

Is it possible to make enemy Hydras attack you somehow? Also, they can't really take off; you have to spawn them in midair so they can fly.

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Platinum Card

I found a website that has different sound bites that you could use for like cutscenes or objectives. Female Sound Effects and Sound Bites

 

Lets say, you're making one of those zombie style missions and you have a cutscene where the character is asking for help. They have something for that. I think its pretty amazing.

 

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Zizo008

I have a question, is it possible to change the "time" SA is in?

For example: the crack den is still in good shape, but i need it to be crushed for my mission. Or the drug factory, it's destroyed.

Can we somehow choose to either start fresh or at the end?

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GTAIndonesia

Just a suggestion, can you make DYOM load .wav sounds too?

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Kratos2000
Btw, Patrick, Can you add an option to make an object move after an objective in the final version?

I want to use it with some timeouts for some accidents and stuff in my mission pack

This kind of stuff is intended to be solved by using two identical objects:

  • One static, that is hidden after a certain objective
  • One moving, that is spawned at the same objectove at exactly the same location

Hiding objects is a huge pain in the neck, when there are more objects nearby.

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