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- // Vanilla Dynamic Ambient Music script by JackFighter
- // Definition of tracks
- actionAmbient =
- [
- "LeadTrack01a_F",
- "LeadTrack03_F",
- "LeadTrack04_F",
- "LeadTrack04a_F",
- "BackgroundTrack03_F",
- "BackgroundTrack02_F",
- "LeadTrack03a_F_EPA",
- "LeadTrack04_F_EPB",
- "LeadTrack04_F_EPC",
- "LeadTrack05_F_EPC",
- "EventTrack02_F_EPC",
- "EventTrack02b_F_EPC",
- "LeadTrack02_F_Mark",
- "LeadTrack03_F_EXP",
- "MainTheme_F_Tank",
- "LeadTrack01_F_Tank",
- "LeadTrack05_F_Tank",
- "Music_Battle_Alien",
- "Music_Battle_Human",
- "Music_FreeRoam_Battle_Alien",
- "Music_FreeRoam_Battle_Human"
- ];
- dayCalmAmbient =
- [
- "LeadTrack05_F",
- "LeadTrack06_F",
- "AmbientTrack01_F",
- "AmbientTrack01a_F",
- "AmbientTrack03_F",
- "LeadTrack01_F_EPA",
- "EventTrack02a_F_EPA",
- "LeadTrack01a_F_EPB",
- "LeadTrack02a_F_EPB",
- "LeadTrack03_F_EPB",
- "LeadTrack03a_F_EPB",
- "EventTrack01a_F_EPB",
- "EventTrack02_F_EPB",
- "EventTrack02a_F_EPB",
- "EventTrack04_F_EPB",
- "EventTrack04a_F_EPB",
- "EventTrack03a_F_EPB",
- "BackgroundTrack01_F_EPB",
- "LeadTrack03_F_EPC",
- "EventTrack01_F_EPC",
- "EventTrack03_F_EPC",
- "BackgroundTrack02_F_EPC",
- "Fallout",
- "Wasteland",
- "SkyNet",
- "MAD",
- "LeadTrack02_F_Bootcamp",
- "LeadTrack03_F_Mark",
- "AmbientTrack01_F_EXP",
- "AmbientTrack02_F_EXP",
- "AmbientTrack01_F_Orange",
- "AmbientTrack01a_F_Tacops",
- "AmbientTrack02a_F_Tacops",
- "AmbientTrack02b_F_Tacops",
- "AmbientTrack04a_F_Tacops",
- "AmbientTrack04b_F_Tacops",
- "LeadTrack04_F_Tank",
- "AmbientTrack01_F_Tank",
- "Music_Roaming_Day",
- "Music_Roaming_Day_02",
- "Music_Hostile_Drone_Close_01",
- "Music_Freeroam_02_MissionStart",
- "Music_FreeRoam_Suspended_Loop_01",
- "Music_FreeRoam_Russian_Theme_Loop",
- "Music_FreeRoam_Russian_Theme",
- "Music_Default",
- "Track_R_06",
- "OM_Music02",
- "OM_Music03"
- ];
- nightCalmAmbient =
- [
- "LeadTrack02_F",
- "AmbientTrack04a_F",
- "AmbientTrack04_F",
- "AmbientTrack01_F_EPB",
- "BackgroundTrack04_F_EPC",
- "Defcon",
- "AmbientTrack01b_F_Tacops",
- "AmbientTrack03a_F_Tacops",
- "AmbientTrack03b_F_Tacops",
- "Music_Roaming_Night",
- "Music_Roaming_Night_02"
- ];
- //Script itself
- detectionBoolean = false;
- musicBooleanStop = false;
- addMusicEventHandler ["MusicStop", {musicBooleanStop = true}];
- [] spawn {
- scopeName "checkingLoop",
- while {true} do
- {
- detectionBoolean = true;
- _closestEnemy = player findNearestEnemy player;
- _distanceToClosestEnemy = player distance2D _closestEnemy;
- _enemyAwareness = opfor knowsAbout player; // <-------------------------------could be blufor, opfor or independent
- if (_enemyAwareness > 1.495 and _distanceToClosestEnemy < 650) then {detectionBoolean = true;} else {detectionBoolean = false;};
- sleep 0.5;
- };
- };
- [] spawn {
- scopeName "ambientLoop",
- while {true} do {
- _randomCalmDay = selectRandom dayCalmAmbient;
- _randomCalmNight = selectRandom nightCalmAmbient;
- _randomAction = selectRandom actionAmbient;
- 3 fadeMusic 1;
- if (dayTime < 19) then {playMusic _randomCalmDay;} else {playMusic _randomCalmNight;};
- waitUntil {detectionBoolean isEqualTo true or musicBooleanStop isEqualTo true};
- if (musicBooleanStop isEqualTo true) then {musicBooleanStop = false};
- if (detectionBoolean isEqualTo true) then {
- scopeName "actionLoop",
- while {true} do {
- 3 fadeMusic 1;
- playMusic _randomAction;
- sleep 4;
- waitUntil {detectionBoolean isEqualTo false or musicBooleanStop isEqualTo true};
- if (musicBooleanStop isEqualTo true) then {musicBooleanStop = false};
- sleep 0.5;
- 3 fadeMusic 0;
- sleep 3;
- _randomAction = selectRandom actionAmbient;
- if (detectionBoolean isEqualTo false) then {breakOut "ActionLoop",};
- };
- sleep 0.5;
- };
- sleep 0.5;
- };
- };
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