senchi 0 Posted March 1, 2009 Hi all. I have a small question. Â Can I add a special individual sounds, adding them to the config island? For example: Coordinates: (x.y.z) Sound: Rope Bridge Could possibly edit class EnvSounds? Just I need to play a special sound in certain coordinates ... But this should not be in the Mission:) This should be in the config island Any ideas ? Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 nope you can't, but you can trick it: create an empty model, add a config to it, and make class eventhandler with sound played... Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 You are right, but ... I can not make working "eventhandler" in object , if the object set in VISITOR If i set the object in the editor - All works  Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 in the GEOMETRY LOD of the model, you have to set named properties: class house map hide Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 And eventhandler, will be Working ? o_O Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 yes, also, remeber in config.cpp to use the naming convention rules: LAND_nameoftheclass Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 Quote[/b] ]convention rules:LAND_nameoftheclass What do you mean? I feel himself very stupid  Look ... What is not right? <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class SAR_Dead_armor { units[]= { "obj1", "obj2"             }; weapons[]={}; requiredVersion=1.000000; requiredAddons[]= { "CAData", "CABuildings", "cacharacters", "CAMisc" }; version=1.140000; }; }; class CfgVehicleClasses { class SAR_Dead_armor { displayName="SMERSH: break armor"; }; }; class CfgVehicles { class NonStrategic; class SAR_Dead_armor_break: NonStrategic { scope=2; vehicleClass="SAR_Dead_armor"; side=3; cost=1; mapSize=1; displayName="break T-72"; model="\SAR_Dead_armor\T72.p3d"; armor=1000;         class EventHandlers {          init = "[this] exec ""\SAR_Dead_armor\Myst.sqs"""; }; }; class SAR_Dead_armor2_break: NonStrategic { scope=2; vehicleClass="SAR_Dead_armor"; side=3; cost=1; mapSize=1; displayName="break M1_abrams"; model="\SAR_Dead_armor\M1_abrams.p3d"; armor=1000;         class EventHandlers {          init = "[this] exec ""\SAR_Dead_armor\Myst.sqs"""; }; }; }; If i set "break M1_abrams" in Editor - all working If i set "break M1_abrams" in Visitor - nothing Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 it should be LAND_SAR_Dead_armor_break.. also, check if the script works properly Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 no, it is still not working 1) I change class to LAND_(blablalba) 2) I set property name (Class and Map) 3) I check Config.cpp ... but not working... ..... And more .. At home i do not open the door (and even disappearing all action), if I put them through the Visitor, wtf ? Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 oh yeas, I forgot Lol you have to change the inerhit class: from nonstarategic to house Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 Quote[/b] ]you have to change the inerhit class: from nonstarategic to house Aaaand nothing ... The doors did not open, EventHandler for objects does not work Share this post Link to post Share on other sites
Linker Split 0 Posted March 1, 2009 then i don't know, Lol cause I have my minaret object working with the islamic chant sound Share this post Link to post Share on other sites
senchi 0 Posted March 1, 2009 You can give me that ? Or just config.. Share this post Link to post Share on other sites