bennie1983nl 0 Posted August 6, 2010 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}"; }; }; }; Share this post Link to post Share on other sites
BronzeEagle 2 Posted August 7, 2010 study the vix stryker config Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 http://operationflashpoint.filefront.com/file/Vixs_Stryker;74059 an armorded car? Share this post Link to post Share on other sites
Bielow 10 Posted August 7, 2010 Yes :) But I remember that's new version of it. Check ofp.info Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 (edited) 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 August 7, 2010 by bennie1983nl Share this post Link to post Share on other sites
Macser_old 0 Posted August 7, 2010 (edited) 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 August 7, 2010 by Macser Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 (edited) #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 August 7, 2010 by bennie1983nl Share this post Link to post Share on other sites
Macser_old 0 Posted August 7, 2010 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. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 ..... 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. Share this post Link to post Share on other sites
reyhard 2082 Posted August 7, 2010 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! Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 you forgot to close MARINEOFF class and whole cfgVehicle thingadd 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? Share this post Link to post Share on other sites
reyhard 2082 Posted August 7, 2010 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. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 7, 2010 ....... I hate configs..... Share this post Link to post Share on other sites
reyhard 2082 Posted August 8, 2010 #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. Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 8, 2010 (edited) No errors but also no radiosounds ......... I add the sounds into a trigger but that is not realy the real plan. Edited August 8, 2010 by bennie1983nl Share this post Link to post Share on other sites
bennie1983nl 0 Posted August 13, 2010 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" Share this post Link to post Share on other sites