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Posts posted by ben_sherman
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Please tell me that some one got this to work. I have the original one but I don't get it to work at all. And this one is so great works perfectly besides that you can't turn the sirens off...
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Hey Bistudio members,
First of I'd like to thank the staff for allowing me to come here and ask questions.
So here I have my problem, I'm working on a siren script which is working perfectly right now, but I want to make different PD skins different siren sounds.
So if anyone could help me out I'd be pleased.
Here is my code:
if(iscop) then {if(vehicle player != player)then{[0,0,0,["activate"]] execVM "siren.sqf"; _handled=true;};};Regards,
Ben


Siren script not working.
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Hey everyone,
I've been trying to figure this siren script out, well I've acctualy got the real game mode for this script, but some how I can't make it to work on an other game mode I'm working on.
If anyone could help me with it why it's not working I would be realy pleased, when I activate the script it says Siren On, but nothing happens if I try to activate it agen it still says siren on.
_this = _this select 3; _art = _this select 0; _vcl = vehicle player; _playtime = 120; _lichtstaerke = 0.3; _shortDur = 0.72; _longDur = 4.87; if (_art == "activate") then { if (isNil "SIREN_SirenePlaying") then { SIREN_SirenePlaying = false; }; if ((SIREN_SirenePlaying) or (!(player == (driver (vehicle player))))) exitWith {}; SIREN_SirenePlaying = true; _turnOn = false; if (call compile format["isNil(""%1_Sirene_on"")", _vcl]) then { _turnOn = true; } else { if (call compile format["not(%1_Sirene_on)", _vcl]) then { _turnOn = true; } else { _turnOn = false; }; }; if (_turnOn) then { format ["[0,0,0,[""client"", %1]] execVM ""siren.sqf"";", player] call broadcast; titletext["Siren on", "PLAIN DOWN"]; } else { call compile format["%1_Sirene_on = false; publicVariable ""%1_Sirene_on"";", _vcl]; titletext["Siren off", "PLAIN DOWN"]; }; sleep 1; SIREN_SirenePlaying = false; }; if (_art == "client") then { _vcl = vehicle (_this select 1); _driver = driver _vcl; _starttime = time; call compile format["%1_Sirene_on = true;", _vcl]; _light1 = "#lightpoint" createVehicleLocal (getpos _vcl); _light1 setLightBrightness _lichtstaerke; _light1 setLightAmbient [0, 0, 0.3]; _light1 setLightColor [0, 0, 0.5]; _light2 = "#lightpoint" createVehicleLocal (getpos _vcl); _light2 setLightBrightness _lichtstaerke; _light2 setLightAmbient [0.3, 0, 0]; _light2 setLightColor [0.5, 0, 0]; _lichtscript = [0,1,2,["licht", _vcl, [_light1, _light2]]] execVM "siren.sqf"; while {( ((time < _starttime+_playtime) or (_driver == driver _vcl)) and (alive _vcl) and (call compile format["%1_Sirene_on", _vcl]))} do { if (player distance _vcl < 500) then { if (speed _vcl == 0) then { sleep 1; } else { if (speed _vcl > 60) then { _vcl say ["Siren_Long", 1]; sleep _longDur; } else { _vcl say ["Siren_Short", 1]; sleep _shortDur; }; }; } else { sleep 5; }; if (isNull(_vcl)) exitWith {}; }; terminate _lichtscript; deleteVehicle _light1; deleteVehicle _light2; call compile format["%1_Sirene_on = nil;", _vcl]; }; if (_art == "licht") then { _vcl = _this select 1; _light1 = ((_this select 2) select 0); _light2 = ((_this select 2) select 1); while {true} do { if (player in _vcl) then { _light1 setLightBrightness (_lichtstaerke / 2); _light2 setLightBrightness (_lichtstaerke / 2); } else { _light1 setLightBrightness _lichtstaerke; _light2 setLightBrightness _lichtstaerke; }; _light1 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light1; _light1 setpos [0,0,0]; sleep 0.075; _light2 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light2; _light2 setpos [0,0,0]; sleep 0.075; _light1 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light1; _light1 setpos [0,0,0]; sleep 0.5; _light2 lightAttachObject [_vcl, [0,0,0]]; sleep 0.15; LightDetachObject _light2; _light2 setpos [0,0,0]; sleep 0.5; }; };I tried a simular one, which worked but it doesn't work to turn the sirens of without jumping out of the car, as well the other players don't see or hear anything.