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blackgrain

Command script "Say" is global?

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Hello to all!! wink_o.gif

One question....

"Say" command has global or local effect?

http://community.bistudio.com/wiki/say

I think local... because when I use server object to detect de server machine and only execute "Say" the server machine I don´t hear nothing... but when all machines execute "Say" works fine.... this means that "say" is Local?... true?..

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Say is local yep, and you already confirmed this by yourself smile_o.gif

Btw, this is ArmA not OFP, you can determine if ur on the server by checking isServer function smile_o.gif

sqs:

?isServer: blablalba

?!isServer: blablabla

and there's a few more things to check for player/JIP player etc, but I guess thats unimportant atm.

Anyway, you can simply make say global by executing the following on 1 machine:

objectThatHasToSaySomething setVehicleInit "this say 'whatEverSoundItNeedsToSay' "; processInitCommands;

e.g:

player setVehicleInit "this say 'TESTSOUND' "; processInitCommands;

or from server for instance, if you named some unit 'w1':

w1 setVehicleInit "this say 'TESTSOUND' "; processInitCommands;

btw, TESTSOUND is not existing by default in ArmA, so you must choose ur own testsound :P

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Oh yeah!!! now works!!! biggrin_o.gif

Thanks very much Sickboy!!! notworthy.gif really helpful!!

With "setVehicleInit " and "processInitCommands" we can convert local statement to global statement ! it is true?

This is very very powerfull!!... now... any inconvenient? huh.gif

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How can I make a soldier shout globally under MP-dediserver ? I want them to say an existing voices under sounds\mmissions\brian\univ....

For example I've defined it in description.ext as

class CfgSounds

{

class BrianRun

{

name="Brian-Run";

sound[]={"\ca\sounds\missions\Brian\UNIV_v04.ogg",0.05,1.0};

titles[]={};

};

};

then in the script.sqf file when player w1 dies...

w1 setVehicleInit "this say 'BrianRun' "; processInitCommands;

Is that it? Will he shout globally? Or should I do something different to play univ_v04 on each connected player triggered by the death of w1.

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Nice.

i don't think this will work. seems the description cannot acces the sound.pbo.

instead you link to an existing not accessible file which has then 0kb. it will be found maybe but not played (or at least what u get when u play a 0kb .ogg file). therefore you dont get an error message and no sound of course.

the funny thing is that BIS didnt config these sounds you are referring to. BUT they included the stringtable for these sounds.

anyway

http://community.bistudio.com/wiki/say

Quote[/b] ]A unit that has been killed or does not exist will not say anything.

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