TomDark 0 Posted August 30, 2010 (edited) Hello, I created a Mission where you defend an outpos. And there are a some units ,they are not in a group and the don´t say hit: ( i´m hit, the got me, medic ...) reload ( change Mag, reloading, ....) under fire (take cover , get down) Kill (take this, i got him .....) I would like to make it more realistic in the Firefight . 1: is there a possibility to add more then one sound in the EventHandler (Name addEventHandler ["Hit", {Man1 say "I_m_hit"}] 2: It works, but UNO12 says the sound twice (Mendown Mendown) (UNO13 addEventHandler ["Killed", {UNO12 say "mendown"}]}; 3:how can i add the multiple sound for an reload in the EventHandler Command 4:how can i do this "if an UNO soldier kill any insurgents in an attacking group: he say ( take this, i got him, comeon .... !) am grateful for any help ;) Edited August 30, 2010 by TomDark Share this post Link to post Share on other sites
SaOk 112 Posted August 30, 2010 I am using random voices when team-mates are killed or hit with these style codes/scripts: {_x addEventHandler ["hit",{[_this select 0] exec "CHATrandom.sqs"}]} foreach units group player; {_x addEventHandler ["killed",{[_this select 0] exec "CHATrandom2.sqs"}]} foreach units group player; CHATrandom.sqs example _x = _this select 0; _n = floor(random 9); _m = floor(random 12); _b = floor(random 16); ? _n == 0: _x say ["VSFX_help", 3]; ? _n == 2: _x say ["VSFX_scream1", 3]; ? _n == 3: _x say ["VSFX_scream2", 3]; ? _n == 4: _x say ["VSFX_scream3", 3]; ? _n == 5: _x say ["VSFX_scream4", 3]; ? _n == 6: _x say ["VSFX_scream5", 3]; ? _n == 7: _x say ["VSFX_scream6", 3]; ? _n == 8: _x say ["VSFX_scream7", 3]; ? _n == 1: _x say ["VSFX_scream8", 3]; ~((random 1)+1) ? _b == 6 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v9", 3]; ? _b == 2 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v11", 3]; ? _b == 1 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v15", 3]; ? _b == 0 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v16", 3]; ? _b == 3 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v18", 3]; ? _b == 7 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v19", 3]; ? _b == 4 and (alive leader _x) and (_x != leader _x): leader _x say ["sp1s8v26", 3]; ? _b == 5 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_cover2", 3]; ~((random 1)+5) ? _m == 2 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_corpsman", 3]; ? _m == 1 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_medic2", 3]; ? _m == 0 and (alive leader _x) and (_x != leader _x): leader _x say ["VSFX_beenhit", 3]; exit Btw. Thanks for hinting why the sounds are doubled sometimes. I should add a condition to see if unit is dead so then the "hit" would be then ingored. Share this post Link to post Share on other sites
TomDark 0 Posted August 30, 2010 great script , men ! it works good ! now i looking for a Reloading script ( i got a reload, ...) and Kill script( if you kill an enemy in an attacking group) I'm looking forward when my mission is completed :-) Share this post Link to post Share on other sites