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[CLEO] Home Radio V1

Enviado: 16 Nov 2020, 07:32
por Cleoude


Features:( Customazible features=*, Fastman92 Limit Adjuster Needed!)

Radios are available in all safehouses.
Auto Play Mode*
Radio Help Messages*
Own Animation
Tune Sfx* Volume*
Radio Texts* (Like BOUNCE FM) Radio texts are from gxt file in game. Customazible time* and text style*.
User Track Player (Only Method)
First Plays Radio Station*. Random Available*.
In addition, Quiet Hum was added to the safehouse in Prickle Pine.
There are a lot of radio players in Madd Dogg's Crib.
Command Keys*


Download (Remove Text box fixed Animation finished and added)

Re: [CLEO] Home Radio V1

Enviado: 16 Nov 2020, 07:36
por Junior_Djjr
This is so cool.
I know how to play the radio station anytime, without using audiozones, but sadly it bugs the game if you pause it.

Re: [CLEO] Home Radio V1

Enviado: 16 Nov 2020, 08:48
por Cleoude
Junior_Djjr escreveu:
16 Nov 2020, 07:36
This is so cool.
I know how to play the radio station anytime, without using audiozones, but sadly it bugs the game if you pause it.
Yeah I know...  Usually bugs occur when we make plugin Scripts accomplish something. But this method seemed simpler to me. We can customize it. Maybe can be add unused safehouses or other conversions(gta underground, san vice SAXLCXVC etc.). The point I complain about is being able to run the user track player indirectly. It would also be nice to add these to cars. (Like RadioSurf). On foot radio is an example.

Re: [CLEO] Home Radio V1

Enviado: 17 Nov 2020, 08:05
por Junior_Djjr
Cleoude escreveu:
16 Nov 2020, 08:48
Junior_Djjr escreveu:
16 Nov 2020, 07:36
This is so cool.
I know how to play the radio station anytime, without using audiozones, but sadly it bugs the game if you pause it.
Yeah I know... Usually bugs occur when we make plugin Scripts accomplish something. But this method seemed simpler to me. We can customize it. Maybe can be add unused safehouses or other conversions(gta underground, san vice SAXLCXVC etc.). The point I complain about is being able to run the user track player indirectly. It would also be nice to add these to cars. (Like RadioSurf). On foot radio is an example. 
Best way to do it with your method is to add only one audio zone, and change the audio zone position by script (I don't know how yet). So just get the radio object and apply the script and audio zone position for it.

Re: [CLEO] Home Radio V1

Enviado: 18 Nov 2020, 05:37
por Cleoude
Junior_Djjr escreveu:
17 Nov 2020, 08:05
Cleoude escreveu:
16 Nov 2020, 08:48
Junior_Djjr escreveu:
16 Nov 2020, 07:36
This is so cool.
I know how to play the radio station anytime, without using audiozones, but sadly it bugs the game if you pause it.
Yeah I know... Usually bugs occur when we make plugin Scripts accomplish something. But this method seemed simpler to me. We can customize it. Maybe can be add unused safehouses or other conversions(gta underground, san vice SAXLCXVC etc.). The point I complain about is being able to run the user track player indirectly. It would also be nice to add these to cars. (Like RadioSurf). On foot radio is an example.
Best way to do it with your method is to add only one audio zone, and change the audio zone position by script (I don't know how yet). So just get the radio object and apply the script and audio zone position for it.
I thought that 😁 . Unfortunately I don't know how too.. anyone don't have a script about audio zones. Needs more researching and experience..

Re: [CLEO] Home Radio V1

Enviado: 18 Nov 2020, 06:20
por Junior_Djjr
Wait, can we create audio zones by scripting?
Imagem
int __cdecl CAudioZones::RegisterAudioSphere(char *name, __int16 trackId, char soundsEnabled, float x, float y, float z, float radius) 0x005081C0

In theory:
CALL_FUNCTION 0x005081C0 7 7 (20.0 0.0 0.0 0.0 1 54 "AUZOTMP")
No effect here, maybe because I need to increase the limits in FLA.
To delete the created audiozone need some more code, but an easy and fast way to do it is by decreasing 1 CAudioZones::m_NumSpheres at 0x00B6DCC8, so the last one will be desconsidered when creating the new one. Remember to disable the audiozone before doing this.

Re: [CLEO] Home Radio V1

Enviado: 18 Nov 2020, 06:45
por Cleoude
Junior_Djjr escreveu:
18 Nov 2020, 06:20
Wait, can we create audio zones by scripting?
Imagem
int __cdecl CAudioZones::RegisterAudioSphere(char *name, __int16 trackId, char soundsEnabled, float x, float y, float z, float radius) 0x005081C0

In theory:
CALL_FUNCTION 0x005081C0 7 7 (20.0 0.0 0.0 0.0 1 54 "AUZOTMP")
No effect here, maybe because I need to increase the limits in FLA.
To delete the created audiozone need some more code, but an easy and fast way to do it is by decreasing 1 CAudioZones::m_NumSpheres at 0x00B6DCC8, so the last one will be desconsidered when creating the new one. Remember to disable the audiozone before doing this.
I increased the limits and works fine. but I think same as audiozone.ipl. Disabling audiozone worked fine for me. I think code limits need to be exceeded. GTA 3 pedestrians have headsets and music loop plays. There is a more idea.

Re: [CLEO] Home Radio V1

Enviado: 18 Nov 2020, 06:49
por Junior_Djjr
That was spheres. Here is the box:
unsigned __int64 __cdecl CAudioZones::RegisterAudioBox(char *a1, __int16 trackId, char soundsEnabled, float x, float y, float z, float x2, float y2, float z2) 0x00508240
The boxes count is in 0x00B6DCC4

Re: [CLEO] Home Radio V1

Enviado: 17 Dez 2020, 14:39
por KRITSKIY88
I appreciate your work, please note
f269-maps-textures/t5677-hideout-of-desert#p36115