#So in my case I have both of these
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Does the RadioBroadcastManager in the Conflict world show the correct times? (When selecting the actual entity on the map)
I'll have to check that next, so far I've only been testing by launching scenarios via the game itself.
This is what editor shows for the entity on CTI_Campaign_Eden for example.
It has the correct number of tracks for both Music & DJ banks, but regenerate times is unchecked and all times are -1.
But if I place the entity into a sub world of Eden, I have to click Regenerate - only then do the times update for all of the tracks correctly.
Furthermore, I just tested another scenario:
- I toggled Regenerate Times to False on my version of the entity.
- I then added this to the a new subspace of the same map, and had when i first clicked the Regenerate Times toggle it changed the tracks to the correct ones. but they all had -1 as their time. When I toggled the Regen button again it finally listed the times.
Does this mean there's just a bug with the button, and it actually needs to be scripted to press twice on game start?
@hidden field
To answer this as well actually, it does not
mine shows all the times for 35 music and all 16 of the DJ
Which RadioBroadcast manager is that for though?
If it's for one you placed then it won't work as expected in gameworld if you want it to replace the current radiobroadcast.acp
It still won't work based on my findings, but we'll have to wait for LAxemann to reply
alright nvm then lol
I've just created my own world. 128 x 128 terrain, overwritten both the RadioBroadcastManager.et & radioBroadcast acp. I've added, and overwritten RadioSmall_01_red.et and placed the in my world. Loading into the world through world editor, it plays flawlessly. Published it and tested in on conflict everon...... still the same issues, songs cutting off and huge silences...
Yeah, makes sense that it'll work on a map where you place the manager based on what I've seen. But it isn't working correctly as an override.
As an aside, I'm wondering whether it's possible to have multiple radio managers for different acp files. We could then have several different radios and avoid having to override the default acp file.
I'm gonna create my own .acp to see if that works
A question for when you're free @hidden field:
Is the game able to handle having multiple RadioBroadcastManagers each having its own RadioBroadcast.acp file?
I ask because I'm currently trying to figure out how one could go about having a switch added to the base radio model that would effectively allow cycling through radio stations?
Trying to wrap my ahead around how one would achieve this.
In my head, with my current understanding it would require multiple RadioBroadcastManagers no matter what because they're ultimately what's tracking the IDs for the tracks and the offset across game clients so that everything is synced.
As an example based on this, I can see how I would create 3 different radios in a game that would all successfully sync music across clients on a map that I create from scratch using just 9 entities where it's 3 distinct groups of: RadioBroadcastManager_X.et > using RadioBroadcast_X.acp > which plays through RadioSmall_X.
But what I'd love to be able to do is have multiple RadioBroadcastManager entities that each feed the same .acp file, which itself would contain multiple music/DJs banks that get selected based on an additional selector switch within the .acp file.
Hopefully this all makes sense?
Pardon dude! I wish Discord had a "remind me about this" function ๐
Sooooo
- My understanding is you found a way/mod that allows you to achieve what you were after already, which is neat!
- Nonetheless, I'll try to replicate the issue tomorrow during work
- (Your last question here): Yeah, the vanilla RadioBroadcast system is built around a single .acp, meaning there's no way to have multiple stations (because the "core manager" takes care of the timing etc. and can only have one .acp. Not even sure what happens if you put different .acps in the radios than the one within the manager, but it can't be good ๐ )
Worth checking out Project Sonar on the workshop, as the dev has implemented a system that allows for multiple, synced radio broadcasts.
The other issue I mentioned regarding the regeneration not acting as expected is still valid for the base game though so well worth looking at.
Appreciate your response all the same, and keep up the good work. Your tutorials in particular are very well made.
Pointless Having a radio now.... They have banned all the mods that have music
yeah same
Sadly, the copyright side is too concerning for them, hence the ban.
I firmly think the laws on this need to change, if music is being used for not-for-profit purposes, then it should not be possible for artists to enforce anything related to copyright legislation