loopdk 92 Posted October 11, 2018 I am doing a vinter mission and using a snow mod. The snow mod is chaning rain into snow, but it leaves the rain sound and thunder on.. Is it a option to remove rain sounds? An mabye the thunder? Share this post Link to post Share on other sites
pierremgi 4889 Posted October 11, 2018 The easiest way: enableEnvironment [true,false]; That doesn't work for lightning but you can manual override this specific setting to 0 in Editor. (No lightning) Share this post Link to post Share on other sites
loopdk 92 Posted October 12, 2018 Just addet it to my init.sqf? Share this post Link to post Share on other sites
loopdk 92 Posted October 12, 2018 Just triede adding enableEnvironment false; to my init.sqf no luck I found this : https://community.bistudio.com/wiki/environmentEnabled withs is a version newer but no luck there eithter Share this post Link to post Share on other sites
pierremgi 4889 Posted October 12, 2018 Why don't you read the Biki link I gave you? There are two syntax and the way to use this command in notes. Share this post Link to post Share on other sites
loopdk 92 Posted October 12, 2018 Example 1: enableEnvironment false; Example 2: enableEnvironment [false, true]; None of thos work... i am using the notpadd ++ with arma lanuge thing.. help plz :S Share this post Link to post Share on other sites
loopdk 92 Posted October 12, 2018 My init.sqf /* ================ init.sqf =============== */ // JIP Check (This code should be placed first line of init.sqf file) if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; enableSaving [false, false]; enableEnvironment false; //[AiCacheDistance(players),TargetFPS(-1 for Auto),Debug,CarCacheDistance,AirCacheDistance,BoatCacheDistance]execvm "zbe_cache\main.sqf"; if (isServer) then {[1000,-1,true,100,1000,1000]execvm "zbe_cache\main.sqf"}; //Advance cpr options= all can give cpr adv_aceCPR_onlyDoctors = 0; //froggybreath GOM_fnc_temperature = -9; Share this post Link to post Share on other sites
pierremgi 4889 Posted October 12, 2018 This command works well (no rain sound) for me in vanilla. If you're using ACE or so engine preemptive mods, I don't have any clue of the result. At least, try to run the command after your mods initialization. Say in a trigger (true condition) with a countdown to 10 sec. (or in int.sqf, at end after a waitUntil {time > 10};) enableSaving [true, false]; If you want some rabbits run on snow. No need to double the command! 1 Share this post Link to post Share on other sites
loopdk 92 Posted October 12, 2018 I am runing ace :/ so i change the init to: /* ================ init.sqf =============== */ // JIP Check (This code should be placed first line of init.sqf file) if (!isServer && isNull player) then {isJIP=true;} else {isJIP=false;}; enableSaving [false, false]; waitUntil {time > 10}; enableEnvironment false; //[AiCacheDistance(players),TargetFPS(-1 for Auto),Debug,CarCacheDistance,AirCacheDistance,BoatCacheDistance]execvm "zbe_cache\main.sqf"; if (isServer) then {[1000,-1,true,100,1000,1000]execvm "zbe_cache\main.sqf"}; //Advance cpr options= all can give cpr adv_aceCPR_onlyDoctors = 0; //froggybreath GOM_fnc_temperature = -9; Share this post Link to post Share on other sites
chrisbaker1981 25 Posted April 26, 2022 On 10/12/2018 at 6:03 PM, pierremgi said: This command works well (no rain sound) for me in vanilla. If you're using ACE or so engine preemptive mods, I don't have any clue of the result. At least, try to run the command after your mods initialization. Say in a trigger (true condition) with a countdown to 10 sec. (or in int.sqf, at end after a waitUntil {time > 10};) enableSaving [true, false]; If you want some rabbits run on snow. No need to double the command! I cant seem to disable the sound of rain on the vehicles and roofs of buildings etc, It disables the sounds of the rain and wind etc, but still hear the rain drop sound on the vehicles Share this post Link to post Share on other sites