EO 11277 Posted November 16, 2018 I have a radio that has a CfgSFX sound attached to it via a trigger... Is there a way to switch the radio On/Off via an addaction and still play the same sound effect? 1 Share this post Link to post Share on other sites
Dedmen 2721 Posted November 16, 2018 8 hours ago, EO said: a CfgSFX sound attached to it via a trigger... What is that? Do you mean createSoundSource? If so.. https://community.bistudio.com/wiki/createSoundSource See Example 2. Deleting the sound source stops the sound. Just delete it in the "off" action. And recreate it in the "on" action. 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 17, 2018 21 hours ago, EO said: radio Hello EO ! I have this script for a custom sound played. #Not yet published ! https://community.bistudio.com/wiki/say3D description.ext //__________________________ *** C O P Y T H I S *** __________________________ class CfgSounds { sounds[] = {}; //adjust the volume from db0 //__________________________ GF_Simple_Radio __________________________ class GF_Simple_Radio_1{name = "GF_Simple_Radio_1";sound[] = {"GF_Simple_Radio\GF_Simple_Radio_Sounds\GF_Simple_Radio_1.ogg", db6, 1.0};titles[] = {};}; }; init.sqf [] execVM "GF_Simple_Radio\GF_Simple_Radio.sqf"; GF_Simple_Radio.sqf GF_Simple_Radio_pos_Delete = { GF_Simple_Radio_pos spawn { deleteVehicle _this; }; }; GF_Simple_Radio_addaction = { [_this, [ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Radio on", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; GF_Simple_Radio_target = _target; GF_Simple_Radio_pos = "#particlesource" createVehicle [0,0,0]; GF_Simple_Radio_pos attachTo [GF_Simple_Radio_target, [0,0,0]]; GF_Simple_Radio = true; []spawn { While {GF_Simple_Radio} do { [GF_Simple_Radio_pos,["GF_Simple_Radio_1",50]] remoteExec ["say3d"]; sleep 251; }; }; [_target, _actionid] remoteExec ["removeAction"]; [_target,[ "<t size=""1.2"" font=""RobotoCondensedBold"" color=""#FF9933"">" + "Radio off", { params ["_target", "_caller", "_actionId", "_arguments"]; private _target = _this select 0; private _caller = _this select 1; private _actionId = _this select 2; _target call GF_Simple_Radio_pos_Delete; GF_Simple_Radio = false; _target removeAction _actionId; _target spawn GF_Simple_Radio_addaction; }, [],1.5,true,true,"","true",4,false,"", "" ]] remoteExec ["addAction"]; },[], 1.5,true,true,"","true",4,false,"","" ]] remoteExec ["addAction"]; }; publicVariable "GF_Simple_Radio_addaction"; //________________ List ________________ GF_Simple_Radio_1 spawn GF_Simple_Radio_addaction; GF_Simple_Radio_2 spawn GF_Simple_Radio_addaction; _GF_Simple_Radio = "Land_FMradio_F" createVehicle getmarkerpos "MarkerName_1"; _GF_Simple_Radio spawn GF_Simple_Radio_addaction; and this is also my recommendation : Ps : i hope you like it ! 2 2 Share this post Link to post Share on other sites
EO 11277 Posted November 17, 2018 A perfect script followed by a beautiful song. (it's one of my favorites too) Thank you very much George. 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 18, 2018 4 hours ago, EO said: a beautiful song. Thank you EO ! , i hope you like the script , but tell me , it was this what exacly you wanted ? Share this post Link to post Share on other sites
EO 11277 Posted November 18, 2018 It does throw an error on mission start... ...although it doesn't effect the functionality of the script, the on/off addactions are there and work well.... 1 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 18, 2018 13 hours ago, GEORGE FLOROS GR said: //________________ ex : name an object , and add this ________________ /* GF_Simple_Radio_1 spawn GF_Simple_Radio_addaction; GF_Simple_Radio_2 spawn GF_Simple_Radio_addaction; //________________ or createVehicle : ________________ _GF_Simple_Radio = "Land_FMradio_F" createVehicle getmarkerpos "MarkerName_1"; _GF_Simple_Radio spawn GF_Simple_Radio_addaction; */ //________________ add in the end of the script , the names of the objects ________________ //________________ List ________________ GF_Simple_Radio_1 spawn GF_Simple_Radio_addaction; GF_Simple_Radio_2 spawn GF_Simple_Radio_addaction; _GF_Simple_Radio = "Land_FMradio_F" createVehicle getmarkerpos "MarkerName_1"; _GF_Simple_Radio spawn GF_Simple_Radio_addaction; It 's because of the example of my mission ! Delete the first two lines. Spoiler GF_Simple_Radio_1 spawn GF_Simple_Radio_addaction; GF_Simple_Radio_2 spawn GF_Simple_Radio_addaction; 1 Share this post Link to post Share on other sites
Remy Lebeau 4 Posted August 1, 2021 Does this still work, I've tried setting up a radio near my camp but I don't get the Radio On action when near the object. Share this post Link to post Share on other sites