orcinus 121 Posted March 12, 2017 Yet more great scripts from johnnyboy. These will be very handy as I get into jungle warfare again I'm impressed both by the implementation and the creativity of the concepts (birds of prey is a brilliant example). Thank you for sharing :) 1 Share this post Link to post Share on other sites
WarhammerActual 23 Posted May 25, 2018 Great work and idea...... Is this script MP compatible? 1 Share this post Link to post Share on other sites
johnnyboy 3797 Posted May 25, 2018 3 hours ago, WarhammerActual said: Great work and idea...... Is this script MP compatible? Thanks WA. Yes, it is MP compatible. Share this post Link to post Share on other sites
dr death jm 117 Posted May 25, 2018 Really cool. I like it. Did you get attacked by a bird at the end of vid? Share this post Link to post Share on other sites
loopdk 92 Posted May 25, 2018 Can i make it work with alive Share this post Link to post Share on other sites
johnnyboy 3797 Posted May 25, 2018 2 hours ago, dr death jm said: Really cool. I like it. Thanks, glad you like it. 2 hours ago, dr death jm said: Did you get attacked by a bird at the end of vid? Is that possible in ARMA? :) 1 hour ago, loopdk said: Can i make it work with alive I don't use Alive so I have no idea. Its a simple script though, so it should work. Share this post Link to post Share on other sites
WarhammerActual 23 Posted May 26, 2018 J-B I just implemented this scirpt into a mission and ........ It's great. Solid work man A++ Share this post Link to post Share on other sites
johnnyboy 3797 Posted May 26, 2018 2 hours ago, WarhammerActual said: J-B I just implemented this scirpt into a mission and ........ It's great. Solid work man A++ Glad to hear it sir. Post a link here to your mission if you publish it. I'd love to try it out! Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 7, 2018 thanks for the hint man, will absolutely add this! Share this post Link to post Share on other sites
Vandeanson 1677 Posted November 7, 2018 quick question... i would like to add this to all AI that are generated by my script, however, as they have randomized loadouts, not all will have flashlights mounted to their guns if it is daytime or if it is nighttime but an AI has no flashlight equipped, would it just not execute the lightson command? to me that would be fine, if it produces an error, i would try to add some more conditions. again, the scripts sound very cool and sorry for asking before even testing it myself! cheers vd Share this post Link to post Share on other sites
johnnyboy 3797 Posted November 7, 2018 17 minutes ago, Vandeanson said: quick question... i would like to add this to all AI that are generated by my script, however, as they have randomized loadouts, not all will have flashlights mounted to their guns if it is daytime or if it is nighttime but an AI has no flashlight equipped, would it just not execute the lightson command? to me that would be fine, if it produces an error, i would try to add some more conditions. again, the scripts sound very cool and sorry for asking before even testing it myself! cheers vd I'll add a check to exit script if unit has no light attached to their weapon. But I don't think it throws an error, or I would have noticed it in my Property of Mabunga mission where all pirates are running this script. isFlashlightOn 1 Share this post Link to post Share on other sites
loopdk 92 Posted November 11, 2018 Still a wery good scipt. can you add the code so flashlights only are on in the dark :D plz :D Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 11, 2018 6 minutes ago, loopdk said: can you add the code so flashlights only are on in the dark :D This is an example on how to do this , as there is in my environment scripts : Spoiler [] spawn { while {true} do { //________________ daytime and nighttime ________________ if ((date select 3) < 6 or (date select 3) > 19) then { //________________ nighttime ________________ hintsilent "nightime"; //code }else{ //________________ daytime ________________ hintsilent "daytime"; //code }; }; }; 1 Share this post Link to post Share on other sites
loopdk 92 Posted November 11, 2018 Just add your code to JBOY_LightsOnOff.sqf rigt? Share this post Link to post Share on other sites
johnnyboy 3797 Posted November 11, 2018 6 hours ago, loopdk said: can you add the code so flashlights only are on in the dark :D Good idea loopdk! The script in top post is now updated so they only turn on flashlight if time is < 6 or > 19. Thanks to @GEORGE FLOROS GR for the solution. 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 11, 2018 2 hours ago, johnnyboy said: Thanks Thanks also johnnyboy for this script ! It's very nice ! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 11, 2018 # Basically , if you don't mind , i would like to add also a similar script to my collection ! Share this post Link to post Share on other sites
johnnyboy 3797 Posted November 11, 2018 1 hour ago, GEORGE FLOROS GR said: # Basically , if you don't mind , i would like to add also a similar script to my collection ! No problem. Use anything you like. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 12, 2018 3 hours ago, johnnyboy said: Use anything you like. It's all about sharing and caring ! Thanks johnnyboy ! 2 Share this post Link to post Share on other sites
jandrews 116 Posted March 9, 2019 Is there a way to push this script on to all units of one side. For example, for warlords mission once AI units spawn in a sector could this script be running to check those units for a flashlite and add chatter too? Also would that conflict with VCOMAI. I doubt it but thought id ask. Thanks. Share this post Link to post Share on other sites
johnnyboy 3797 Posted March 9, 2019 You could absolutely do all that fairly easily. I'm not familiar with unit spawners, so not sure where to put the code for that. But here's and example of how to run these scripts for all groups at mission start: { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on } foreach allGroups; It would be simple enough to modify JBOY_LightsOnOff to exit if no units in group had a flashlight on their weapon also. So its all doable, it just depends on how motivated you are. Sorry I don't have time to do it myself. Share this post Link to post Share on other sites
Vandeanson 1677 Posted March 9, 2019 Damnit, reminds me that I need to add this to my ai spawner! Too good to leave away! 1 Share this post Link to post Share on other sites
jandrews 116 Posted March 9, 2019 1 hour ago, johnnyboy said: You could absolutely do all that fairly easily. I'm not familiar with unit spawners, so not sure where to put the code for that. But here's and example of how to run these scripts for all groups at mission start: { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on } foreach allGroups; It would be simple enough to modify JBOY_LightsOnOff to exit if no units in group had a flashlight on their weapon also. So its all doable, it just depends on how motivated you are. Sorry I don't have time to do it myself. 38 minutes ago, Vandeanson said: Damnit, reminds me that I need to add this to my ai spawner! Too good to leave away! Well I am no script magician. But I see your script doesn't add a flashlite just on/off. I remember this, perhaps this with a loop say while {true} do { { private "_unit"; _unit = _x; if (side _unit == RESISTANCE) then { _unit addPrimaryWeaponItem "acc_flashlight"; _unit assignItem "acc_flashlight"; _unit enableGunLights "AUTO"; }; } foreach allunits; }; sleep 60; Now the code below would needs to be modified to apply to only resistance groups. if (side _group == Resistance) then [ { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on} foreach allGroups; ]; Not sure. probably not this easy. Share this post Link to post Share on other sites
johnnyboy 3797 Posted March 9, 2019 29 minutes ago, jandrews said: Well I am no script magician. But I see your script doesn't add a flashlite just on/off. I remember this, perhaps this with a loop say while {true} do { { private "_unit"; _unit = _x; if (side _unit == RESISTANCE) then { _unit addPrimaryWeaponItem "acc_flashlight"; _unit assignItem "acc_flashlight"; _unit enableGunLights "AUTO"; }; } foreach allunits; }; sleep 60; Now the code below would needs to be modified to apply to only resistance groups. if (side _group == Resistance) then [ { dummy = [_x, 60] execVM "Scripts\JBOY_PatrolChatter.sqf"; // 60 is number of seconds to wait between speaking dummy = [_x, 60, 5] execVM "Scripts\JBOY_LightsOnOff.sqf"; // 60 is duration light is off, and 5 is duration light is on} foreach allGroups; ]; Not sure. probably not this easy. Both your solutions look good to me. Just try them. If they don't work tweak them until they do. Just do your testing with an empty mission where you just add a few groups until its working. Then you can add it to any mission. You can do it bro! Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted March 9, 2019 4 hours ago, johnnyboy said: solutions Spoiler JBOY_PatrolChatter = { _this setVariable ["Var_JBOY_PatrolChatter",true]; sleep random 3; WHILE {(({alive _x} count (units _this) > 1) && (side _this isEqualto Resistance))} DO { if (!(behaviour leader _this isEqualto "COMBAT")) then { _members = units _this; _member = selectRandom _members; // add-remove sounds here _sound = selectRandom [ "a3\dubbing_f_epa\a_hub\070_ambient_talk_00\a_hub_070_ambient_talk_00_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\070_ambient_talk_00\a_hub_070_ambient_talk_00_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\071_ambient_talk_01\a_hub_071_ambient_talk_01_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\071_ambient_talk_01\a_hub_071_ambient_talk_01_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\071_ambient_talk_01\a_hub_071_ambient_talk_01_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\072_ambient_talk_02\a_hub_072_ambient_talk_02_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\072_ambient_talk_02\a_hub_072_ambient_talk_02_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\072_ambient_talk_02\a_hub_072_ambient_talk_02_ALPA_2.ogg", "a3\dubbing_f_epa\a_hub\072_ambient_talk_02\a_hub_072_ambient_talk_02_ALPA_3.ogg", "a3\dubbing_f_epa\a_hub\072_ambient_talk_02\a_hub_072_ambient_talk_02_ALPA_4.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPA_2.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPA_3.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPA_4.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\073_ambient_talk_03\a_hub_073_ambient_talk_03_ALPB_3.ogg", "a3\dubbing_f_epa\a_hub\074_ambient_talk_04\a_hub_074_ambient_talk_04_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\074_ambient_talk_04\a_hub_074_ambient_talk_04_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\074_ambient_talk_04\a_hub_074_ambient_talk_04_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\074_ambient_talk_04\a_hub_074_ambient_talk_04_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\075_ambient_talk_05\a_hub_075_ambient_talk_05_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\075_ambient_talk_05\a_hub_075_ambient_talk_05_ALPA_2.ogg", "a3\dubbing_f_epa\a_hub\075_ambient_talk_05\a_hub_075_ambient_talk_05_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\075_ambient_talk_05\a_hub_075_ambient_talk_05_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\076_ambient_talk_06\a_hub_076_ambient_talk_06_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\076_ambient_talk_06\a_hub_076_ambient_talk_06_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\076_ambient_talk_06\a_hub_076_ambient_talk_06_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\077_ambient_talk_07\a_hub_077_ambient_talk_07_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\077_ambient_talk_07\a_hub_077_ambient_talk_07_ALPA_2.ogg", "a3\dubbing_f_epa\a_hub\077_ambient_talk_07\a_hub_077_ambient_talk_07_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\077_ambient_talk_07\a_hub_077_ambient_talk_07_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\077_ambient_talk_07\a_hub_077_ambient_talk_07_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\078_ambient_talk_08\a_hub_078_ambient_talk_08_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\078_ambient_talk_08\a_hub_078_ambient_talk_08_ALPB_2.ogg", "a3\dubbing_f_epa\a_hub\079_ambient_talk_09\a_hub_079_ambient_talk_09_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\079_ambient_talk_09\a_hub_079_ambient_talk_09_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\080_ambient_talk_10\a_hub_080_ambient_talk_10_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\080_ambient_talk_10\a_hub_080_ambient_talk_10_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\090_ambient_special_00\a_hub_090_ambient_special_00_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\090_ambient_special_00\a_hub_090_ambient_special_00_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\090_ambient_special_00\a_hub_090_ambient_special_00_ALPA_2.ogg", "a3\dubbing_f_epa\a_hub\090_ambient_special_00\a_hub_090_ambient_special_00_ALPB_0.ogg", "a3\dubbing_f_epa\a_hub\090_ambient_special_00\a_hub_090_ambient_special_00_ALPB_1.ogg", "a3\dubbing_f_epa\a_hub\091_ambient_special_01\a_hub_091_ambient_special_01_ALPA_0.ogg", "a3\dubbing_f_epa\a_hub\091_ambient_special_01\a_hub_091_ambient_special_01_ALPA_1.ogg", "a3\dubbing_f_epa\a_hub\091_ambient_special_01\a_hub_091_ambient_special_01_ALPB_3.ogg", "a3\dubbing_f_epa\a_hub\091_ambient_special_01\a_hub_091_ambient_special_01_ALPB_4.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_ALP_0.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_ALP_1.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_ALP_2.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_ALP_3.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_CHA_0.ogg", "a3\dubbing_f_epa\a_hub\092_ambient_special_02\a_hub_092_ambient_special_02_CHA_1.ogg", "a3\dubbing_f_epa\a_hub\093_ambient_special_03\a_hub_093_ambient_special_03_ALP_0.ogg", "a3\dubbing_f_epa\a_hub\093_ambient_special_03\a_hub_093_ambient_special_03_ALP_1.ogg", "a3\dubbing_f_epa\a_hub\093_ambient_special_03\a_hub_093_ambient_special_03_ALP_3.ogg", "a3\dubbing_f_epa\a_hub\093_ambient_special_03\a_hub_093_ambient_special_03_CHA_0.ogg", "a3\dubbing_f_epa\a_hub\093_ambient_special_03\a_hub_093_ambient_special_03_CHA_1.ogg", "a3\dubbing_f_epb\B_hub\071_B_HUB_Ambient_Talk\b_hub_071_b_hub_ambient_talk_SFA_0.ogg", "a3\dubbing_f_epb\B_hub\071_B_HUB_Ambient_Talk\b_hub_071_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\071_B_HUB_Ambient_Talk\b_hub_071_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\072_B_HUB_Ambient_Talk\b_hub_072_b_hub_ambient_talk_SFA_0.ogg", "a3\dubbing_f_epb\B_hub\072_B_HUB_Ambient_Talk\b_hub_072_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\072_B_HUB_Ambient_Talk\b_hub_072_b_hub_ambient_talk_SFB_2.ogg", "a3\dubbing_f_epb\B_hub\073_B_HUB_Ambient_Talk\b_hub_073_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\073_B_HUB_Ambient_Talk\b_hub_073_b_hub_ambient_talk_SFA_2.ogg", "a3\dubbing_f_epb\B_hub\073_B_HUB_Ambient_Talk\b_hub_073_b_hub_ambient_talk_SFB_1.ogg", "a3\dubbing_f_epb\B_hub\073_B_HUB_Ambient_Talk\b_hub_073_b_hub_ambient_talk_SFB_2.ogg", "a3\dubbing_f_epb\B_hub\074_B_HUB_Ambient_Talk\b_hub_074_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\074_B_HUB_Ambient_Talk\b_hub_074_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\075_B_HUB_Ambient_Talk\b_hub_075_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\075_B_HUB_Ambient_Talk\b_hub_075_b_hub_ambient_talk_SFA_2.ogg", "a3\dubbing_f_epb\B_hub\075_B_HUB_Ambient_Talk\b_hub_075_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\075_B_HUB_Ambient_Talk\b_hub_075_b_hub_ambient_talk_SFB_2.ogg", "a3\dubbing_f_epb\B_hub\075_B_HUB_Ambient_Talk\b_hub_075_b_hub_ambient_talk_SFB_3.ogg", "a3\dubbing_f_epb\B_hub\076_B_HUB_Ambient_Talk\b_hub_076_b_hub_ambient_talk_SFA_0.ogg", "a3\dubbing_f_epb\B_hub\076_B_HUB_Ambient_Talk\b_hub_076_b_hub_ambient_talk_SFA_2.ogg", "a3\dubbing_f_epb\B_hub\076_B_HUB_Ambient_Talk\b_hub_076_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\076_B_HUB_Ambient_Talk\b_hub_076_b_hub_ambient_talk_SFB_1.ogg", "a3\dubbing_f_epb\B_hub\078_B_HUB_Ambient_Talk\b_hub_078_b_hub_ambient_talk_SFA_0.ogg", "a3\dubbing_f_epb\B_hub\078_B_HUB_Ambient_Talk\b_hub_078_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\078_B_HUB_Ambient_Talk\b_hub_078_b_hub_ambient_talk_SFA_2.ogg", "a3\dubbing_f_epb\B_hub\079_B_HUB_Ambient_Talk\b_hub_079_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\079_B_HUB_Ambient_Talk\b_hub_079_b_hub_ambient_talk_SFB_2.ogg", "a3\dubbing_f_epb\B_hub\080_B_HUB_Ambient_Talk\b_hub_080_b_hub_ambient_talk_SFA_1.ogg", "a3\dubbing_f_epb\B_hub\080_B_HUB_Ambient_Talk\b_hub_080_b_hub_ambient_talk_SFA_2.ogg", "a3\dubbing_f_epb\B_hub\080_B_HUB_Ambient_Talk\b_hub_080_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\081_B_HUB_Ambient_Talk\b_hub_081_b_hub_ambient_talk_SFA_0.ogg", "a3\dubbing_f_epb\B_hub\081_B_HUB_Ambient_Talk\b_hub_081_b_hub_ambient_talk_SFB_0.ogg", "a3\dubbing_f_epb\B_hub\200_POI_AbandonedBattlefield_01\b_hub_200_poi_abandonedbattlefield_01_GUA_2.ogg", "a3\dubbing_f_epb\B_hub\200_POI_AbandonedBattlefield_01\b_hub_200_poi_abandonedbattlefield_01_GUB_0.ogg", "a3\dubbing_f_epb\B_hub\200_POI_AbandonedBattlefield_01\b_hub_200_poi_abandonedbattlefield_01_GUB_1.ogg", "a3\dubbing_f_epb\B_hub\200_POI_AbandonedBattlefield_01\b_hub_200_poi_abandonedbattlefield_01_GUB_2.ogg", "a3\dubbing_f_epb\B_hub\200_POI_AbandonedBattlefield_01\b_hub_200_poi_abandonedbattlefield_01_GUB_3.ogg", "a3\dubbing_f_epb\B_hub\201_POI_AbandonedBattlefield_02\b_hub_201_poi_abandonedbattlefield_02_GUB_0.ogg", "a3\dubbing_f_epb\B_hub\201_POI_AbandonedBattlefield_02\b_hub_201_poi_abandonedbattlefield_02_GUB_1.ogg", "a3\dubbing_f_epb\B_hub\201_POI_AbandonedBattlefield_02\b_hub_201_poi_abandonedbattlefield_02_GUB_2.ogg", "a3\dubbing_f_epb\B_hub\202_POI_AbandonedBattlefield_03\b_hub_202_poi_abandonedbattlefield_03_GUA_0.ogg", "a3\dubbing_f_epb\B_hub\202_POI_AbandonedBattlefield_03\b_hub_202_poi_abandonedbattlefield_03_GUA_1.ogg", "a3\dubbing_f_epb\B_hub\202_POI_AbandonedBattlefield_03\b_hub_202_poi_abandonedbattlefield_03_GUA_4.ogg", "a3\dubbing_f_epb\B_hub\202_POI_AbandonedBattlefield_03\b_hub_202_poi_abandonedbattlefield_03_GUB_0.ogg", "a3\dubbing_f_epa\a_in\140_Enemies\a_in_140_enemies_BHQ_1.ogg", "a3\dubbing_f_epa\a_in\160_Evac\a_in_160_evac_BHQ_3.ogg", "a3\dubbing_f_epa\a_in\160_Evac\a_in_160_evac_LOG_0.ogg", "a3\dubbing_f_epa\a_m02\90_Designate\a_m02_90_designate_CHA_1.ogg", "a3\dubbing_f_epa\a_m02\90_Designate\a_m02_90_designate_CHA_0.ogg", "a3\dubbing_f_epb\b_in\05_Radio_Babble\b_in_05_radio_babble_JAM_0.ogg", "a3\dubbing_f_epb\b_in\05_Radio_Babble\b_in_05_radio_babble_JAM_2.ogg", "a3\dubbing_f_epb\b_in\05_Radio_Babble\b_in_05_radio_babble_JAM_3.ogg", "a3\dubbing_f_epb\b_in\05_Radio_Babble\b_in_05_radio_babble_JAM_4.ogg", "a3\dubbing_f_epb\b_m02_1\x15_detected\b_m02_1_x15_detected_MIL_0.ogg", "a3\dubbing_f_epb\B_m06\10_Recommendation\b_m06_10_recommendation_STA_0.ogg", "a3\dubbing_f_epc\C_in1\14_ambient_talk_04\c_in1_14_ambient_talk_04_ABA_0.ogg", "a3\dubbing_f_epc\C_m01\15_Support_Ready\c_m01_15_support_ready_ABA_0.ogg", "a3\dubbing_f_epc\C_m01\15_Support_Ready\c_m01_15_support_ready_BHQ_0.ogg" ]; playSound3D [_sound, _member, false, getPosASL _member, 2, 1, 200] }; uisleep 3; }; }; [] spawn { while {true} do { waitUntil{uisleep 1; { if ( ((alive _x)) && (!(_x getVariable ["Var_JBOY_PatrolChatter",false])) ) then { _x call JBOY_PatrolChatter; }; }forEach allunits; }; }; }; 1 Share this post Link to post Share on other sites