where do the scripts "level.jukebox["power_needed"] = false;What gave you the idea that you needed to move anything anywhere? Just change them in ugx_jukebox.gsc like the Wiki says, nothing more, nothing less.
and level.jukebox["cost"] = 10;
go in the ugxm_user_settings.gsc
ok just to get this straght because i got a script compile error so you put maps\ugx_jukebox::jukebox_precache(); before the line maps\_zombiemode::main(); and after that you put the script in thread maps\ugx_jukebox::jukebox_init(); ????yes, it should look like this:
No credit for justin? O.oIt's permanently on the bottom of the menu?
It's permanently on the bottom of the menu?
Everything works well, except when I set power to be turned on to true, it gives me the hintstring, but it doesn't let me play the music after flipping the power on. Not sure if it's map related scripts that is the problem, or there's a small error in the jukebox scripts.I'll check it out and get back to you soon.
Running this on UGX v1.0.3, for some reason when I choose a song, it shows the animation of the record that it's going to play, but then it does the animation a second after for when the song ends, so basically, no songs are playing.It sounds like your sounds are not added correctly. The jukebox detects how long to spin the record based on the length of the sound files, so if its ending immediately then its not able to play the sound file.
It sounds like your sounds are not added correctly. The jukebox detects how long to spin the record based on the length of the sound files, so if its ending immediately then its not able to play the sound file.
All the sound files are atYes but that is not the only step for adding the sounds. You also need to have the include line in one of your FF csv's and compile the FF which corresponds to the CSV you chose.
Call of Duty World at War\raw\sound\ugx_mod\music\jukebox
I've tried extracting the archive 2-3 times to my root directory, just to make sure.
Yes but that is not the only step for adding the sounds. You also need to have the include line in one of your FF csv's and compile the FF which corresponds to the CSV you chose.
I followed the tutorial and see nothing about an include line :cYou can (and probably should) put them in the ugx mod mod.csv. And those lines you quoted are the include lines I was referring to.
I made sure I added these to my mod.csv box
and added the lines around the gamestate in mapname.gsc
maps\_soul_chest::PreCache_soul_chest();
before and
thread maps\ugx_jukebox::jukebox_init();
after
Post Merge: March 09, 2014, 06:38:43 am
Well ok... so adding sound,ugx_jukebox_music,,all_sp to ugx_mod's mod.csv allowed it to work.
That makes me wanna ask, am I suppose to put any custom lines for mod.csv for ugx_mod?
You can (and probably should) put them in the ugx mod mod.csv. And those lines you quoted are the include lines I was referring to.
pfft, ok I fixed it, for SOME reason putting a //Jukebox one line before the sound,ugx_jukebox_music,,all_sp line in ugxm_mapname's mod.csv caused the sound,ugx_jukebox_music,,all_sp to be skipped. -.-Yep that is an error Ive noticed with the Launcher program before. If you put a comment without a space after it //Jukebox instead of // Jukebox, it ignores the line immediately after it... :poker:
Edit: This happened before, and I just had to remove and readd that line.