olivier leroux wrote...I wonder, is it somehow possible to allow for both Bioware and custom music? Let the players choose themselves in-game? I know McV included such an option in his "The Immortal" single player module, you get an options menu conversation and can choose from three different sets of music, two custom set and the default tunes. It works for the whole module, in all areas. I don't know how he did it though and if this method would be an option for a PW.
Yes, it is in principle, in a couple of ways.
- You can set up a module-specific 2DA in which the 2DA entry for each custom track you want to use is placed in the same slot where an appropriate Bioware default is located. In this approach you have to pair each custom track with a Bioware default that you think is an appropriate substitute for it for players that don't want to download your custom music. Then players without the custom music will hear an appropriate Bioware default, and players who do will hear the custom tracks. However, this also requires you to move the Bioware defaults to different ID numbers if you also want to use them in the custom score.
- The most flexible and straightforward approach is to script it. Then all you need is a mechanism for determining in-game whether the player is playing with the default Bioware score or with a custom score (and if there is more than one, which one), and setting an appropriate global variable. Then you just use the MusicBackgroundChange* and MusicBattleChange functions to change the music for each area accordingly.
I suspect McV used the second method, a variant of which I'm also going to be using in Sanctum 3. I also use the scripting method in Sanctum to change the music based on what's happening (such as starting a track with a "chase" theme or mood if the party has to flee), and for Robin's (the Bard companion's) "jukebox" ability to change the background music if you ask him/her to play you a song.
As others have said I don't think it would work in multiplayer because the choice of music isn't a client-side setting. If you change it for one player, you change it for all. In that case you'd have to use the first approach I described, with a custom 2DA for each distinct custom score, and in which your custom tracks override the corresponding line entries in the Bioware defaults. As ShaDoOoW points out this limits you to the number of tracks in the base game's ambientmusic.2DA. As I described above you'd have to do a bit of work to structure the alternatives to sound good as alternatives to each other. Then it would just be a matter of the player dropping the necessary ambientmusic.2DA into his system (either into override or in one of several hak files with the same name but different 2DAs), and making sure he had the required music downloaded for each option, to switch between scores.
Modifié par AndarianTD, 31 juillet 2010 - 03:52 .