bigpickle 0 Posted April 13, 2011 Hey all, I've added Loudspeakers_EP1 to my mission and had created a sound file to play from its location. I defined the sound file in my CfgSounds : class US_Tanoy { name = "US_Tanoy"; sound[] = {"Sound\US_Tanoy.ogg", 12,1,110}; titles[] = {}; }; And in the editor named my loudspeakers Loundspeakers_EP1 in the field name, and put a global execute into the objects init line so all human players can hear it. This is from my mission.sqm file and shows the loudspeakers: class Item255 { position[]={1750.2195,47.719398,8786.7441}; azimut=345; id=306; side="EMPTY"; vehicle="Loudspeakers_EP1"; skill=0.60000002; text="Loudspeakers_EP1"; init="[-1, {Loudspeakers_EP1 say ""US_Tanoy""; }] call cba_fnc_globalExecute;"; }; I tested and it works in the editor but when i export the mission, with Eliteness (or any other method) and run it through a dedicated host on my pc, it wont work, plus i have checked the dedi is running CBA which it is so i'm a bit stumped. If anyone could help me I'd appreciate it. Thanks Share this post Link to post Share on other sites
DAP 566 Posted April 13, 2011 Hey all, I've added Loudspeakers_EP1 to my mission and had created a sound file to play from its location. I defined the sound file in my CfgSounds : class US_Tanoy { name = "US_Tanoy"; sound[] = {"Sound\US_Tanoy.ogg", 12,1,110}; titles[] = {}; }; And in the editor named my loudspeakers Loundspeakers_EP1 in the field name, and put a global execute into the objects init line so all human players can hear it. This is from my mission.sqm file and shows the loudspeakers: class Item255 { position[]={1750.2195,47.719398,8786.7441}; azimut=345; id=306; side="EMPTY"; vehicle="Loudspeakers_EP1"; skill=0.60000002; text="Loudspeakers_EP1"; init="[-1, {Loudspeakers_EP1 say ""US_Tanoy""; }] call cba_fnc_globalExecute;"; }; I tested and it works in the editor but when i export the mission, with Eliteness (or any other method) and run it through a dedicated host on my pc, it wont work, plus i have checked the dedi is running CBA which it is so i'm a bit stumped. If anyone could help me I'd appreciate it. Thanks What about triggers? In condition: true, In activate: Loudspeakers_EP1 say "US_Tanoy"; Share this post Link to post Share on other sites
bigpickle 0 Posted April 13, 2011 (edited) Triggers will work yeah but there is no way (i think) of making the Tanoy sound file distance based like i can using the above method. I'll go test then edit this post with the results. # EDIT - It appears to work on the dedicated host so far using your method # #EDIT CONFIRMED - Thank you DAP had no idea triggers could be used that way# Edited April 14, 2011 by Bigpickle Share this post Link to post Share on other sites