Polygon 11 Posted December 22, 2014 (edited) I couldn't find them by default in A3 modules. Anyone using scripts to get these effects in? Really add up to the immersion. https://community.bistudio.com/wiki/BIS_fnc_crows - doesn't work, sadly. Also, all animals don't have sounds. They don't bark, etc., even scream when dying. Quite fucked up, IMO. Edited December 22, 2014 by Polygon Share this post Link to post Share on other sites
zapat 56 Posted December 22, 2014 Crows don't work, because there are no crows in the game. You will need to manually change "crow" camcreate to "seagull" camcreate, and you can have seagulls instead of crows. With sound. (Sorry I cannot provide exact script parts currently.) For dogs and such I added sounds manually. Share this post Link to post Share on other sites
twisted 128 Posted December 31, 2014 Birds are really needed. Especially ones that are startled and fly from bushes giving unstealthy enemy away Share this post Link to post Share on other sites
Von Quest 1163 Posted January 1, 2015 I have the sound of birds flying away in my Sniper Module if the enemy gets close to you after you 'hide'. Never thought of actual birds flying away though. Can you retex the animals/seagulls? I have flies-on-dead-bodies coming at some point. Their was a flies script a while back, but can't remember the name or author. Share this post Link to post Share on other sites
johnnyboy 3797 Posted March 30, 2018 Bump. Does anyone have a script to generate flies at a certain location? With buzzing sounds preferably. I know I can make one, but I'd love to use someone elses and devote my Arma time to my dog mission and scripting.... Also, I have a 4 second flies buzzing sound script. I'd like to loop that and play it continuously. How do I do that where this sound does not conflict with custom dialogue sound I have (using sideRadio and customRadio). How do I run the Flies sound concurrently with SideRadio sound? Share this post Link to post Share on other sites
pierremgi 4906 Posted March 30, 2018 Try bis_fnc_animalSiteSpawn 1 Share this post Link to post Share on other sites
HallyG 239 Posted March 30, 2018 To play sounds simultaneously, have a look at createSoundSource. For spawning flies, try bis_fnc_flies which is essentially: Spoiler params [ ["_centre", getPos player], ["_interval", 0.03] ]; private _fly = "#particlesource" createVehicleLocal _centre; _fly setParticleParams [ ["\A3\animals_f\fly.p3d", 1, 0, 1, 0], "", "spaceObject", 1, 4, [0, 0, 0], [0, 0, 0.5], 0, 1.275, 1, 0, //rotationVel, weight, volume, rubbing [0.75, 0.75, 0.75, 0], [[1, 1, 1, 1],[1, 1, 1, 1]], [1.5,0.5], 0.01, 0.08, "", "", "" ]; _fly setParticleRandom [ 2, [1, 1, 0.5], [0, 0, 0], 1, 0.02, [0, 0, 0, 0.1], 0.01, 0.03, 10 ]; _fly setDropInterval _interval; //_sound = createSoundSource [YOUR SOUND FILE CLASS, _centre, [], 0]; _fly 2 Share this post Link to post Share on other sites
HazJ 1289 Posted March 30, 2018 You can also take BIS function (copy from functions viewer, should be there) and change the code to seagull as mentioned above and anything else you need. Don't forget to compile it again as a new function. Ex: TAG_fnc_crows 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 30, 2018 1 hour ago, johnnyboy said: Does anyone have a script to generate flies TPW Does If i remember , there is also in exile and also 1 Share this post Link to post Share on other sites
EO 11277 Posted March 31, 2018 @johnnyboy, although not a scripted solution as requested, here's another alternative. 1 Share this post Link to post Share on other sites