Doggler 1 Posted April 18, 2013 (edited) I am trying to make it so that a sound can be heard in a certain radius. My case, I am trying to make a custom voice activate when either the unit has been shot or sees the player. Is this possible? 1. Trigger Activate on hit 2. Sound heard in radius Thanks EDIT: Is there also a way to change the name of a weapon? Like from M4A1 to CAR15? Edited April 18, 2013 by Doggler Share this post Link to post Share on other sites
Rumsfield 1 Posted June 11, 2013 Here is a real quick answer(May contain errors)! The first part is easy(1. Trigger Activate on hit). Do you want to use "hit detection" or "unit sees player"? HIT DETECTION: You can use an Event Handler to detect if the unit has been hit or if the unit has taken damage. Use one of the following: Hit: Example Below _index = unitName addMPEventHandler ["Hit", {Null = _this execVM "playCustomVoice.sqf";}]; OR... Damaged: Example Below _index = unitName addMPEventHandler ["Dammaged", {Null = _this execVM "playCustomVoice.sqf";}]; FYI: It seems that the "Hit" Event Handler doesn't always trigger if the unit is killed from "the hit"(ex: single bullet), try and see which works best for you. You will have to tweak the above code to get it to work properly with your mission, but this is a good start. Place either of the above codes into your "Init.sqf" file to integrate the event handlers into your mission. UNIT SEES PLAYER: If you want to use this approach, then look into the "knowsabout" command. Your second question(activating a custom voice heard only in a certain radius) is trickier. If I remember correctly, you can adjust the volume of the sound file and it will increase/decrease the range that the sound will be heard. This is of course assuming you are using a sound file(.ogg, .wav. etc.). Not too sure about this one. Here is a nice little tutorial I stumbled upon, not sure when it was written, hopefully it is still relevant. Good Luck! Share this post Link to post Share on other sites