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bennie1983nl

Units with soundeffect (With script??)

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Hello to all,

like some of you know i will make an update of these units

http://forums.bistudio.com/showthread.php?t=70830&highlight=half+life+marines

But i would like to add radio chat in the units like in Half-Life. (ECP effect??)

Is it possible?

If you put a Marine in game and it starts "talking" .

http://www.youtube.com/watch?v=XLWUHoeYHlc&feature=related

I converted this vid into MP3 and will take pieces of it and make small radio sounds.

I need proberly a script or not?

TIPS, TUTS or Demos or links are welcome!

Here is the present config

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class HLMARINES

{

units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"};

weapons[]={};

requiredVersion=1.96;

requiredAddons[]={};

};

};

class CfgModels

{

class default {};

class Man:default {};

class NLsoldaat:man {};

class SPETS2:man

{

sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"};

sectionsInherit=Head;

};

};

class CfgVehicles

{

class All {};

class AllVehicles:All {};

class Land:AllVehicles {};

class Man:Land {};

class Soldier:Man {};

class SoldierWB:Soldier {};

class SoldierWMG:SoldierWB {};

class SoldierWMedic:SoldierWB {};

class SoldierWLAW:SoldierWB {};

class SoldierWAT:SoldierWLAW {};

class OfficerW:SoldierWB {};

class MARINE1:SoldierWB

{

displayName="MARINE MP5GL";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

side=1;

wounds[]={};

armor=3;

armorLegs=1.500000;

cost=400000;

nightVision=1;

camouflage=0.8;

audible=0.04;

accuracy=2.500000;

sensitivity=1.0;

sensitivityEar=0.15;

hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1};

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"};

magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINESG:SoldierWB

{

displayName="MARINE ShotGun";

model="\HL_MARINES\SPETS3.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};

magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINE2:SoldierWB

{

displayName="MARINE M4";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"};

magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINEMG:SoldierWMG

{

displayName="MARINE SAW";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"};

magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINEMED:SoldierWMedic

{

displayName="MARINE Medic";

model="\HL_MARINES\SPETS3.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"};

magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINEOFF:OfficerW

{

displayName="MARINE Officer";

model="\HL_MARINES\SPETs2.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};

magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

};

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Yes :) But I remember that's new version of it. Check ofp.info

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found it http://ofp.gamepark.cz/index.php?showthis=10680

---------- Post added at 11:13 AM ---------- Previous post was at 11:05 AM ----------

I found this in the script

_Apc= _this select 0

#loop

?!(alive _Apc):exit

_ChatterArray =["Rch1","Rch2","Rch3","Rch4","Rch5","Rch6","Rch7","Rch8","Rch9","Rch10","Rch11","Rch12"]

_Sample = random count _ChatterArray

_Sample = _Sample - (_Sample % 1)

_APC say (_ChatterArray select _Sample)

~6

goto "loop"

But can APC stays APC or must be changed into something else? Men?

And why do i get errors with using more scripts? ....

Edited by bennie1983nl

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Ye know,ye could've asked me for the script and the config section.It's nothing fancy. :)

It'll work on a "soldier",as they're essentially vehicles._APC is just a variable,local to the script,attached to _this select 0.Which is whatever you're running the script on.

The sounds are defined in the config as well.

I'm not sure about your second question though.

Edited by Macser

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#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

class CfgPatches

{

class HLMARINES

{

units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"};

weapons[]={};

requiredVersion=1.96;

requiredAddons[]={};

};

};

class CfgModels

{

class default {};

class Man:default {};

class NLsoldaat:man {};

class SPETS2:man

{

sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"};

sectionsInherit=Head;

};

};

class CfgVehicles

{

class All {};

class AllVehicles:All {};

class Land:AllVehicles {};

class Man:Land {};

class Soldier:Man {};

class SoldierWB:Soldier {};

class SoldierWMG:SoldierWB {};

class SoldierWMedic:SoldierWB {};

class SoldierWLAW:SoldierWB {};

class SoldierWAT:SoldierWLAW {};

class OfficerW:SoldierWB {};

class MARINE1:SoldierWB

{

displayName="MARINE MP5GL";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

side=1;

wounds[]={};

armor=3;

armorLegs=1.500000;

cost=400000;

nightVision=1;

camouflage=0.8;

audible=0.04;

accuracy=2.500000;

sensitivity=1.0;

sensitivityEar=0.15;

hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1};

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"};

magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}";

};

};

class MARINESG:SoldierWB

{

displayName="MARINE ShotGun";

model="\HL_MARINES\SPETS3.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};

magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINE2:SoldierWB

{

displayName="MARINE M4";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"};

magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}";

};

};

class MARINEMG:SoldierWMG

{

displayName="MARINE SAW";

model="\HL_MARINES\SPETS.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"};

magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINEMED:SoldierWMedic

{

displayName="MARINE Medic";

model="\HL_MARINES\SPETS3.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"};

magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";

};

};

class MARINEOFF:OfficerW

{

displayName="MARINE Officer";

model="\HL_MARINES\SPETs2.p3d";

vehicleClass="HALF-LIFE MARINES";

weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};

magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

class EventHandlers

{

init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}";

};

class CfgSounds

{

class Rchatter

{

sound[]={"\HL_MARINES\Sound\RChatter.wss",.7,1};

name = "Rchatter";

titles[] = {};

};

class Rch1

{

sound[]={"\HL_MARINES\Sound\Rch1.wav",.7,1};

name = "Rch1";

titles[] = {};

};

class Rch2

{

sound[]={"\HL_MARINES\Sound\Rch1.wav",.7,1};

name = "Rch2";

titles[] = {};

};

class Rch3

{

sound[]={"\HL_MARINES\Sound\Rch3.wav",.7,1};

name = "Rch3";

titles[] = {};

};

class Rch4

{

sound[]={"\HL_MARINES\Sound\Rch4.wav",.7,1};

name = "Rch4";

titles[] = {};

};

class Rch5

{

sound[]={"\HL_MARINES\Sound\Rch5.wav",.7,1};

name = "Rch5";

titles[] = {};

};

class Rch6

{

sound[]={"\HL_MARINES\Sound\Rch6.wav",.7,1};

name = "Rch6";

titles[] = {};

};

class Rch7

{

sound[]={"\HL_MARINES\Sound\Rch7.wav",.7,1};

name = "Rch7";

titles[] = {};

};

class Rch8

{

sound[]={"\HL_MARINES\Sound\Rch8.wav",.7,1};

name = "Rch8";

titles[] = {};

};

class Rch9

{

sound[]={"\HL_MARINES\Sound\Rch9.wav",.7,1};

name = "Rch9";

titles[] = {};

};

class Rch10

{

sound[]={"\HL_MARINES\Sound\Rch10.wav",.7,1};

name = "Rch10";

titles[] = {};

};

class Rch11

{

sound[]={"\HL_MARINES\Sound\Rch11.wav",.7,1};

name = "Rch11";

titles[] = {};

};

class Rch12

{

sound[]={"\HL_MARINES\Sound\Rch12.wav",.7,1};

name = "Rch12";

titles[] = {};

};

};

};

};

};

... i getting error of sounds-file missing .... freaky! (Yes that are in the folder!!) ... FREAKY!

---------- Post added at 11:54 AM ---------- Previous post was at 11:38 AM ----------

Ye know,ye could've asked me for the script and the config section.It's nothing fancy. :)

It'll work on a "soldier",as they're essentially vehicles._APC is just a variable,local to the script,attached to _this select 0.Which is whatever you're running the script on.

The sounds are defined in the config as well.

I'm not sure about your second question though.

Oke well i wanne use 2 scripts on a units Noflee and Chatter.

Edited by bennie1983nl

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Well,at least the error means the script is running.As long as the file names

,file extensions and locations are correct,I'm not sure why it's messing up.

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..... I used the sound files of the Stryker addon for testing .....

Some how there is a "link" between both addons when i put the strycker addon in the folder i can hear the sounds .... BUT that is bad ... want i want to put my own files into it.

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you forgot to close MARINEOFF class and whole cfgVehicle thing

add two }; below this code

class EventHandlers
{
init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}";
};

and please, use code tags or upload those configs somewhere - it's nightmare to read it in current state!

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you forgot to close MARINEOFF class and whole cfgVehicle thing

add two }; below this code

class EventHandlers
{
init = "[_this select 0] exec {\HL_MARINES\Script\Chatter.sqs}";
};

and please, use code tags or upload those configs somewhere - it's nightmare to read it in current state!

If i do that i get errors ....

---------- Post added at 08:52 PM ---------- Previous post was at 08:33 PM ----------

:mad: I don't see it .... why do i stil get error "sound nameoffile not found"

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

class CfgPatches
{
 class HLMARINES
 {
   units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"};
   weapons[]={};
   requiredVersion=1.96;
   requiredAddons[]={};
 };
};

class CfgModels
{
 class default {};
 class Man:default {};
 class NLsoldaat:man {};
 class SPETS2:man
 {
   sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"};
   sectionsInherit=Head;
 };
};

class CfgVehicles
{
 class All {};
 class AllVehicles:All {};
 class Land:AllVehicles {};
 class Man:Land {};
 class Soldier:Man {};
 class SoldierWB:Soldier {};
 class SoldierWMG:SoldierWB {};
 class SoldierWMedic:SoldierWB {};
 class SoldierWLAW:SoldierWB {};
 class SoldierWAT:SoldierWLAW {};
 class OfficerW:SoldierWB {};
 class MARINE1:SoldierWB
 {
   displayName="MARINE MP5GL";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   side=1;
   wounds[]={};
   armor=3;
   armorLegs=1.500000;
   cost=400000;
   nightVision=1;
   camouflage=0.8;
   audible=0.04;
   accuracy=2.500000;
   sensitivity=1.0;
   sensitivityEar=0.15;
   hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1};
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"};
   magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
              	};
};
 class MARINESG:SoldierWB
 {
   displayName="MARINE ShotGun";
   model="\HL_MARINES\SPETS3.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};
   magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINE2:SoldierWB
 {
   displayName="MARINE M4";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"};
   magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
};
 };
 class MARINEMG:SoldierWMG
 {
   displayName="MARINE SAW";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"};
   magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINEMED:SoldierWMedic
 {
   displayName="MARINE Medic";
   model="\HL_MARINES\SPETS3.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"};
   magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINEOFF:OfficerW
 {
   displayName="MARINE Officer";
   model="\HL_MARINES\SPETs2.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};
   magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
};


class CfgSounds
{
     class Rch1
{
	sound[]={"\HL_MARINES\Sound\marineR1.ogg",.7,1};
	name = "marineR1";
	titles[] = {};
};
     class Rch2
{
	sound[]={"\HL_MARINES\Sound\marineR2.ogg",.7,1};
	name = "marineR2";
	titles[] = {};
};
     class Rch3
{
	sound[]={"\HL_MARINES\Sound\marineR3.ogg",.7,1};
	name = "marineR3";
	titles[] = {};
};
    };
  };
};

Present config

_soldier= _this select 0

#loop

?!(alive _soldier):exit

_ChatterArray =["marineR1","marineR2","marineR3"]

_Sample = random count _ChatterArray

_Sample = _Sample - (_Sample % 1)



_soldier say (_ChatterArray select _Sample)

~6


goto "loop"


present script

ANd how do i do i add 2 scripts on a unit?

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you get errors because you moved those two brackets I was talking about to cfgSounds - remove those two }; from cfgSound and move them to place where I told you.

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#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2

class CfgPatches
{
 class HLMARINES
 {
   units[]={"mARINE1","MARINESG","MARINE2","MARINEMG","MARINEMED","MARINEOFF"};
   weapons[]={};
   requiredVersion=1.96;
   requiredAddons[]={};
 };
};

class CfgModels
{
 class default {};
 class Man:default {};
 class NLsoldaat:man {};
 class SPETS2:man
 {
   sections[]={"head injury","body injury","l arm injury","p arm injury","l leg injury","p leg injury","hlava","krk","osobnost"};
   sectionsInherit=Head;
 };
};

class CfgVehicles
{
 class All {};
 class AllVehicles:All {};
 class Land:AllVehicles {};
 class Man:Land {};
 class Soldier:Man {};
 class SoldierWB:Soldier {};
 class SoldierWMG:SoldierWB {};
 class SoldierWMedic:SoldierWB {};
 class SoldierWLAW:SoldierWB {};
 class SoldierWAT:SoldierWLAW {};
 class OfficerW:SoldierWB {};
 class MARINE1:SoldierWB
 {
   displayName="MARINE MP5GL";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   side=1;
   wounds[]={};
   armor=3;
   armorLegs=1.500000;
   cost=400000;
   nightVision=1;
   camouflage=0.8;
   audible=0.04;
   accuracy=2.500000;
   sensitivity=1.0;
   sensitivityEar=0.15;
   hitSounds[]={hitSound1,0.12,hitSound2,0.1,hitSound3,0.1,hitSound4,0.1};
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put"};
   magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
              	};
};
 class MARINESG:SoldierWB
 {
   displayName="MARINE ShotGun";
   model="\HL_MARINES\SPETS3.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"DRG_SPAS12","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};
   magazines[]={"DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","DRG_Spas12mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINE2:SoldierWB
 {
   displayName="MARINE M4";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SJB_TOS_M4_M203","NVGoggles","Throw","Put"};
   magazines[]={"SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M4_mag","SJB_TOS_M203_Grenade","SJB_TOS_M203_Grenade"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
};
 };
 class MARINEMG:SoldierWMG
 {
   displayName="MARINE SAW";
   model="\HL_MARINES\SPETS.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SJB_TOS_M249","NVGoggles","Throw","Put","SJB_TOS_Anaconda"};
   magazines[]={"SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_M249_mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag","SJB_TOS_Anaconda_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINEMED:SoldierWMedic
 {
   displayName="MARINE Medic";
   model="\HL_MARINES\SPETS3.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_DesertEagle"};
   magazines[]={"HK","HK","HK","HK","GrenadeLauncher","GrenadeLauncher","GrenadeLauncher","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag","SJB_TOS_DesertEagle_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\noflee.sqs}";
};
 };
 class MARINEOFF:OfficerW
 {
   displayName="MARINE Officer";
   model="\HL_MARINES\SPETs2.p3d";
   vehicleClass="HALF-LIFE MARINES";
   weapons[]={"SANC_BISMP5M203","NVGoggles","Throw","Put","SJB_TOS_Glock17C"};
   magazines[]={"HK","HK","HK","HK","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag","SJB_TOS_Glock17C_Mag"};

       class EventHandlers 
{
        	init = "[_this select 0] exec {\HL_MARINES\Script\Radio.sqs}";
};
  };

};    

class CfgSounds
{
     class Rch1
{
	sound[]={"\HL_MARINES\Sound\marineR1.ogg",.7,1};
	name = "marineR1";
	titles[] = {};
};
     class Rch2
{
	sound[]={"\HL_MARINES\Sound\marineR2.ogg",.7,1};
	name = "marineR2";
	titles[] = {};
};
     class Rch3
{
	sound[]={"\HL_MARINES\Sound\marineR3.ogg",.7,1};
	name = "marineR3";
	titles[] = {};
};
};

CfgSounds is not part of cfgVehicles! Why haven't you done what I told you... Above you have corrected config.

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No errors but also no radiosounds .........

I add the sounds into a trigger but that is not realy the real plan.

Edited by bennie1983nl

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I was thinking about something completly else

Radio "chatter" on behavore.

Exsample

Save " Squad radio check"

Aware "look out for hostiles over"

Danger "Oh Shit aliens , hostiles" "You got nothing"

Pain sounds "We have causitles"

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