Jump to content

MagicDerek

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About MagicDerek

  • Rank
    Rookie
  1. Hopefully there is a simple answer to this. I had a search around the forum using any tags that I thought would trigger a response but couldnt really seem to find anything that was meeting my needs. Basically I have a giant trigger covering the whole of the main Chernarus airport. I have set it up as a Russian Airbase and am plannning a mission involving an attack taking place on it. The mission is a 3 player coop mission that I am creating for myself and a couple of friends. The problem I have however is that due to the large size of the trigger and given that the sound source is located at the centre of the trigger, you are unable to hear the alarm unless relatively close to the middle of the trigger. Is there anyway to increase the radius of the sound so it can be heard from anyone in the trigger area even if it is a very large trigger instead of just fading in and out based on the distance between the middle of the trigger. The mission is set during night time and I would like to use the activation of the trigger and hence the playing of the sound to trigger some more units being spawned (to simulate guards waking up rushing to defend etc).
  2. MagicDerek

    Ambient Combat Module

    Did you have any luck with this working? trying to set something similar myself but reversed with the ACM only working in a certain area and then disabling when my team gets to a certain objective. This didnt seem to do the trick any other way around it?
  3. //Passing an empty types Array will completely disable the custom database and switch back to the default. (list of allowed groups, taken from cfggroups) [bIS_ACM, ["RU_InfSquad"]] call BIS_ACM_addGroupClassesFunc; Will spawn only russian infantry squads look up the allowed groups to add more just add it between the Ammo and type of patrol commands seemed to do the trick for me
×