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Found 13 results

  1. I get it to work when I change "_killed say3D [_sound,10000,1];" to _killer instead. Then my player says those reactions when the enemy dies. But I want it to be coming from "_killed". I get no errors when doing so but there is NO SOUND at all. This is the code I'm running in my death_sounds.sqf. I would be so happy to get this working! { if (side _x == east) then { _x addEventHandler ["Killed", { _killer = _this select 1; _killed = _this select 0; if ( _killer in (units (group player)) ) then { _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _killed say3D [_sound,10000,1]; }; } ]; }; } foreach allUnits; EDIT: I tried stripping the code trying to make it work but no success. No errors but also no sound: { if (side _x == east) then { _x addEventHandler ["Killed", { _downed = _this select 0; _sounds = ["death1","death2","death3","death4"]; _sound = _sounds select (floor(random(count _sounds))); _downed say3D [_sound,10000,1]; } ]; }; } foreach allUnits;
  2. I struggling to find a way to make an AI play an ambient 3D sound, almost like the VC trackers from SOG PF. Using the AI's variable name would work but I would like it to apply to the class (rhsgref_tla_squadleader) instead of a single unit. Any help would be greatly appreciated.
  3. Hey guys, I am trying to wrap my head around the various playMusic, say2D, playSound3D commands and am still having trouble. I would like achieve the following two things: - When a blufor player uses an action on an object, ONLY the blufor players hear a 2D sound (it has to follow the player and be heard locally, like a radio message of sort). - The same as above, but triggered when any blufor player enters a trigger. I tried various commands but am still struggling with locality of the commands. I believe that I am not using them on the correct clients, or something like that. The reason it needs to be played for side is that the mission is supposed to be PvP, so I do not want the opfor team to hear the audio. Any help will be much appreciated. Cheers!
  4. good night guys, first time here on the forum, i apologize if i'm posting in the wrong place, but i have a problem with say3D, i can't execute any of these commands: [engine, player] say3d ["machine1", 200]; [engine, player] say "machine1"; say3d engine "maquina1"; I have in the mission folder, my description, with cfgsounds, a folder called sound, and the sounds in ogg format, but there are days that appear for me: object, I didn't expect anything, I used this command in other missions and it was ok, but now, in a new mission, with and nothing mods, I can't use these lines, all objects, and the triggers don't work, only one mission works Yeah, but not now, I think it’s a game problem, because the description is correct with the classes, the file in the right format, the way to call the sound too, I’ve tried everything, a friend also helped, maybe the system or some thing was corrupted, I did all the tests and everything went well, I even reinstalled the game, and even formatting my computer, it doesn't make sense, nothing works, someone saw something like that, I gave him the mission practically with the only object I wanted for the sound, and for him it worked, but for me any object that I put in the editor and put the line in init, this message appears, I don’t know what else to do, if anyone can help I thank and apologize for my English
  5. Hey everyone 😀 Iv been stuck with this issue for AGES now and cant work out what to do, can someone please help me?! Basically im making a mission where the AI shouts when firing their weapon (like a warcry) I have implemented the sounds fine and I can get them to shout when firing which is great but they shout EVERYTIME they fire so the sounds are kind of overlapping and constantly been played. I dont want my AI to do their warcry everytime they fire their weapon maybe like 50% of the time or something. Is there a way i can set it to play every other time they fire their weapon (maybe every 3rd time? or at random?) so there is no overlapping and it sounds more like realistic shouting? This is the event handler im using: this addEventHandler ["Fired", { params ["_IS1"]; _IS1 say3D "akbar1"; }]; Im sure there is a very easy fix for this that someone will know of but i cant find an answer anywhere - if someone can help me id really appreciate it! 👍
  6. Hello, so i have an issue im trying to solve and im pretty sure its something simple but i cant work it out. Im wanting to play a sound when someone fires their weapon (a battle cry), i thought i had the correct script thing but its not working can someone help? my code (i put this in the init box of the unit: unit1 addEventHandler ["Fired", unit1 say3D ["sound1"]; }]; but it keeps saying im missing a ";" and wont let me enter it. All i want is for units to shout angrily when they fire their weapon ☹️
  7. I want to make a radio for base, that you will can turn on and turn off... I utilice this script: SPK_Radio = Radio_0; SPK_fnc_PonerRadio = { _heli = "cwa_HeliHEmpty" createVehicle getMarkerPos "h2spawn"; _heli say3D ["Music1", 60, 1]; }; SPK_fnc_QuitarRadio = { deleteVehicle _heli}; SPK_Radio addAction ["<t color='#00FF00'>Radio ON", {[]call SPK_fnc_PonerRadio;}]; SPK_Radio addAction ["<t color='##FF0000'>Radio OFF", {[] call SPK_fnc_QuitarRadio;}]; The radio turn on perferct, but when I turn off the radio, it don't work... 😕 Error: Variable not defined ---> I don't know how solution the problem HELP ME!!
  8. Hi guys, I've been steadily producing terrible code and making it less terrible as I go. I'm still having problems recognizing locality of certain commands, and when/who needs to execute the specific code. Thanks for your help, as I continue to produce horrible scripts! What I'm trying to do 1) Players use an addaction to start an event (working) 2) Players are transported into a plane (working) a) the plane begins to get shot down (crash) (working) b) some radio chatter (text and sound), and music plays (only working for the player that triggered the action ("player1")) c) some explosion happens and an engine fire starts (working) d) the plane is forced downward (working kind of brute force though) 3) Players encounter another explosion at low altitude (working) a) players are knocked unconscious (only working for "player1") b) random clutter is spawned based on player count (working) c) players are stripped of random items and those items are placed in some boxes (half working only player1 loses items) 3) Players awaken to a crash site (working again only player1 was unconscious) a) music switch to shorter track (working only for player1) b) static engine noise plays from the wreck (working for playe1 only) I have also noticed that for "player1" the events progress linearly through the script, but for the other players that is not necessarily the case. I was poking around and it sounds to be scheduler related, but I'm not quite understanding how to work around that. Ideally all of the events in my script would happen synchronously and in the order they are shown in the script. Any help in pointing me where to go from here is much appreciated, script and description.ext to follow. description.ext Crash.sqf
  9. Let me firstly say this work has been heavily inspired and predicated on the post "Simple Call to Prayer" and "Takistan Insurgency""". So, I have a mission (rather a few mission templates) set in the "middle eastern" region maps from CUP etc... My objective is to have non mod dependent CTP experience that is also simple and lightweight. I have been mildly successful in following the Simple Call to Prayer post mentioned above. In my mission I have a trigger that runs at certain times similar to the afore mentioned post. Trigger Onact description.ext CTP.sqf Only two minor problems I'm having. Firstly only the sound defined as CK_Call2 will play for its entire duration, I have tried playing CK_Call1 and CK_Call3 but they each stop playing after about 3 seconds. Secondly on the server the civs rotate 90 degrees but then rotate freely, the rugs create and orient perfectly but the civies do not do up-downs and the rugs all delete after the loop finishes.... So basically I'm stuck with 1 sound file that plays and civies that just stand there on top of their carpets facing random directions, I guess its a locality thing but I don't really understand that stuff yet......
  10. Hi. I want to add a custom action to a player that, when triggered, will play a custom sound "sound1.ogg" inside my mission file\music\ folder. My description.ext works properly, here it is: class CfgSounds { sounds[] = {01,02}; class 01 { name = "01"; sound[] = {"music\sound1.ogg", db+10, 1.0}; titles[] = {0,""}; }; class 02 { name = "02"; sound[] = {"music\sound2.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; Note that sound2.ogg is not used yet. In the init field of the player that can play the sound, I have tried to make the custom action: this addAction ["Play Sound", this say3D "01"] but here's the problem: when I run the scenario, the sound is played at the beginning, right after the players spawn in, and there is no custom action on the player. If I forgot to add anything, please ask, this is my first post so I might have missed something...
  11. Hi, i want to edit Antistasi mission to play music in the bases. I tried it just in editor by putting trigger called "speakers" and then running this script stopmusic = 0; publicVariable "stopmusic"; music = 1; publicVariable "music"; while {music == 1} do {if (stopmusic == 1) then {music = 0;} else {switch(round(random 1))do{ case 0 : {music = 0;speakers say3D "music1";uiSleep 276;music = 1}; case 1 : {music = 0;speakers say3D "music2";uiSleep 259;music = 1}; case 2 : {music = 0;speakers say3D "music3";uiSleep 157;music = 1}; case 3 : {music = 0;speakers say3D "music4";uiSleep 147;music = 1}; case 4 : {music = 0;speakers say3D "music5";uiSleep 149;music = 1}; case 5 : {music = 0;speakers say3D "music6";uiSleep 239;music = 1}; case 6 : {music = 0;speakers say3D "music7";uiSleep 140;music = 1};}; };}; //the uiSleep is track length in seconds That works even though i haven't made use of the "stopmusic" yet. What i want is if player comes close to base (100 metres for example) random track will start playing and when it ends another random track will play, when the player leaves it will stop (i had the idea that if trigger deactivates it'll set stopmusic to 1). But the problem is that antistasi uses some kind of generation of the bases so i can't set the name of the trigger to speakers (atleast i think). My question is how can i make the script know which trigger called it? Here is createBase.sqf from Antistasi if it helps if (!isServer and hasInterface) exitWith {}; params ["_marker"]; private ["_markerPos","_size","_isFrontline","_reduced","_allVehicles","_allGroups","_allSoldiers","_patrolMarker","_currentStrength","_spawnPos","_groupType","_group","_dog","_flag","_currentCount","_patrolParams","_crate","_unit","_busy","_buildings","_building","_buildingType","_vehicle","_vehicleCount","_groupGunners","_roads","_data","_vehicleType","_spawnpool","_observer"]; _allVehicles = []; _allGroups = []; _allSoldiers = []; _markerPos = getMarkerPos (_marker); _size = [_marker] call sizeMarker; _isFrontline = [_marker] call AS_fnc_isFrontline; _reduced = [false, true] select (_marker in reducedGarrisons); _patrolMarker = [_marker] call AS_fnc_createPatrolMarker; _busy = if (dateToNumber date > server getVariable _marker) then {false} else {true}; _buildings = nearestObjects [_markerPos, listMilBld, _size*1.5]; _groupGunners = createGroup side_green; for "_i" from 0 to (count _buildings) - 1 do { _building = _buildings select _i; _buildingType = typeOf _building; call { if ((_buildingType == "Land_Cargo_HQ_V1_F") OR (_buildingType == "Land_Cargo_HQ_V2_F") OR (_buildingType == "Land_Cargo_HQ_V3_F")) exitWith { _vehicle = createVehicle [statAA, (_building buildingPos 8), [],0, "CAN_COLLIDE"]; _vehicle setPosATL [(getPos _building select 0),(getPos _building select 1),(getPosATL _vehicle select 2)]; _vehicle setDir (getDir _building); _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; _allVehicles pushBack _vehicle; sleep 1; }; if ((_buildingType == "Land_Cargo_Patrol_V1_F") OR (_buildingType == "Land_Cargo_Patrol_V2_F") OR (_buildingType == "Land_Cargo_Patrol_V3_F")) exitWith { _vehicle = createVehicle [statMGtower, (_building buildingPos 1), [], 0, "CAN_COLLIDE"]; _position = [getPosATL _vehicle, 2.5, (getDir _building) - 180] call BIS_Fnc_relPos; _vehicle setPosATL _position; _vehicle setDir (getDir _building) - 180; _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; _allVehicles pushBack _vehicle; sleep 1; }; if ((_buildingType == "Land_HelipadSquare_F") AND (!_isFrontline)) exitWith { _vehicle = createVehicle [selectRandom heli_unarmed, position _building, [],0, "CAN_COLLIDE"]; _vehicle setDir (getDir _building); _allVehicles pushBack _vehicle; sleep 1; }; if (_buildingType in listbld) exitWith { _vehicle = createVehicle [statMGtower, (_building buildingPos 13), [], 0, "CAN_COLLIDE"]; _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; _allSoldiers = _allSoldiers + [_unit]; sleep 1; _allVehicles = _allVehicles + [_vehicle]; _vehicle = createVehicle [statMGtower, (_building buildingPos 17), [], 0, "CAN_COLLIDE"]; _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; _allVehicles pushBack _vehicle; sleep 1; }; }; }; _flag = createVehicle [cFlag, _markerPos, [],0, "CAN_COLLIDE"]; _flag allowDamage false; [_flag,"take"] remoteExec ["AS_fnc_addActionMP"]; _allVehicles pushBack _flag; _crate = "I_supplyCrate_F" createVehicle _markerPos; _allVehicles pushBack _crate; _vehicleCount = 4 min (round (_size / 30)); if ( _vehicleCount > 0 ) then { _spawnPos = [_markerPos, random (_size / 2),random 360] call BIS_fnc_relPos; _currentCount = 0; while {(spawner getVariable _marker) AND (_currentCount < _vehicleCount)} do { _spawnPos = [_markerPos] call mortarPos; _vehicle = statMortar createVehicle _spawnPos; [_vehicle] execVM "scripts\UPSMON\MON_artillery_add.sqf"; _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; _allVehicles pushBack _vehicle; sleep 1; _currentCount = _currentCount + 1; }; }; if ((spawner getVariable _marker) AND (_isFrontline)) then { _roads = _markerPos nearRoads _size; if (count _roads != 0) then { _data = [_markerPos, _roads, statAT] call AS_fnc_spawnBunker; _allVehicles pushBack (_data select 0); _vehicle = (_data select 1); _allVehicles pushBack _vehicle; _unit = ([_markerPos, 0, infGunner, _groupGunners] call bis_fnc_spawnvehicle) select 0; _unit moveInGunner _vehicle; }; }; _allGroups pushBack _groupGunners; if (!_busy) then { _spawnpool = vehAPC + vehPatrol + enemyMotorpool - [heli_default]; _vehicleCount = 1 max (round (_size/30)); _spawnPos = _markerPos; _currentCount = 0; while {(spawner getVariable _marker) AND (_currentCount < _vehicleCount)} do { if (diag_fps > minimoFPS) then { _vehicleType = selectRandom _spawnpool; _spawnPos = [_spawnPos findEmptyPosition [10,60,_vehicleType], [_markerPos, 10, _size/2, 10, 0, 0.3, 0] call BIS_Fnc_findSafePos] select (_size > 40); _vehicle = createVehicle [_vehicleType, _spawnPos, [], 0, "NONE"]; _vehicle setDir random 360; _allVehicles pushBack _vehicle; }; sleep 1; _currentCount = _currentCount + 1; }; }; {[_x] spawn genVEHinit} forEach _allVehicles; _currentCount = 0; while {(spawner getVariable _marker) AND (_currentCount < 4)} do { while {true} do { _spawnPos = [_markerPos, 150 + (random 350) ,random 360] call BIS_fnc_relPos; if (!surfaceIsWater _spawnPos) exitWith {}; }; _groupType = [infPatrol, side_green] call AS_fnc_pickGroup; _group = [_spawnPos, side_green, _groupType] call BIS_Fnc_spawnGroup; sleep 1; if (random 10 < 2.5) then { _dog = _group createUnit ["Fin_random_F",_spawnPos,[],0,"FORM"]; [_dog] spawn guardDog; }; [leader _group, _patrolMarker, "SAFE","SPAWNED", "NOVEH2"] execVM "scripts\UPSMON.sqf"; _allGroups pushBack _group; _currentCount = _currentCount +1; }; _groupType = [infSquad, side_green] call AS_fnc_pickGroup; _group = [_markerPos, side_green, _groupType] call BIS_Fnc_spawnGroup; if (activeAFRF) then {_group = [_group, _markerPos] call AS_fnc_expandGroup}; sleep 1; [leader _group, _marker, "SAFE", "RANDOMUP","SPAWNED", "NOVEH", "NOFOLLOW"] execVM "scripts\UPSMON.sqf"; _allGroups pushBack _group; {_x setUnitPos "MIDDLE";} forEach units _group; _currentCount = 0; if (_isFrontline) then {_vehicleCount = _vehicleCount * 2}; while {(spawner getVariable _marker) AND (_currentCount < _vehicleCount)} do { if (diag_fps > minimoFPS) then { while {true} do { _spawnPos = [_markerPos, 15 + (random _size),random 360] call BIS_fnc_relPos; if (!surfaceIsWater _spawnPos) exitWith {}; }; _groupType = [infSquad, side_green] call AS_fnc_pickGroup; _group = [_spawnPos, side_green, _groupType] call BIS_Fnc_spawnGroup; if (activeAFRF) then {_group = [_group, _markerPos] call AS_fnc_expandGroup}; sleep 1; [leader _group, _marker, "SAFE","SPAWNED", "NOVEH", "NOFOLLOW"] execVM "scripts\UPSMON.sqf"; _allGroups pushBack _group; }; sleep 1; _currentCount = _currentCount + 1; }; sleep 3; { _group = _x; if (_reduced) then {[_group] call AS_fnc_adjustGroupSize}; { if (alive _x) then { [_x] spawn genInitBASES; _allSoldiers pushBackUnique _x; }; } forEach units _group; } forEach _allGroups; [_marker, _allSoldiers] spawn AS_fnc_garrisonMonitor; _observer = objNull; if ((random 100 < (((server getVariable "prestigeNATO") + (server getVariable "prestigeCSAT"))/10)) AND (spawner getVariable _marker)) then { _spawnPos = []; _group = createGroup civilian; while {true} do { _spawnPos = [_markerPos, round (random _size), random 360] call BIS_Fnc_relPos; if !(surfaceIsWater _spawnPos) exitWith {}; }; _observer = _group createUnit [selectRandom CIV_journalists, _spawnPos, [],0, "NONE"]; [_observer] spawn CIVinit; _allGroups pushBack _group; [_observer, _marker, "SAFE", "SPAWNED","NOFOLLOW", "NOVEH2","NOSHARE","DoRelax"] execVM "scripts\UPSMON.sqf"; }; waitUntil {sleep 1; !(spawner getVariable _marker) OR (({!(vehicle _x isKindOf "Air")} count ([_size,0,_markerPos,"BLUFORSpawn"] call distanceUnits)) > 3*count (allUnits select {((side _x == side_green) OR (side _x == side_red)) AND (_x distance _markerPos <= (_size max 300)) AND !(captive _x)}))}; if ((spawner getVariable _marker) AND !(_marker in mrkFIA)) then{ [_flag] remoteExec ["mrkWIN",2]; }; waitUntil {sleep 1; !(spawner getVariable _marker)}; { if ((!alive _x) AND !(_x in destroyedBuildings)) then { destroyedBuildings = destroyedBuildings + [position _x]; publicVariableServer "destroyedBuildings"; }; } forEach _buildings; deleteMarker _patrolMarker; [_allGroups, _allSoldiers, _allVehicles] spawn AS_fnc_despawnUnits; if !(isNull _observer) then {deleteVehicle _observer};
  12. 1- place a unit (player). 2- place an object, let's say FM Radio. save the scenario, then go to its folder "\documents\arma 3\missions\name_of_your_scenario" 3- Create music folder "music" and put your music file or the sound file inside this folder. 4- Create "description.ext" file in that folder which is you scenario folder. open it and paste this: class CfgSounds { sounds[] = {}; class sound1 { name = "sound1"; sound[] = {"music\YOURSOUNDFILE.ogg",1,1,18,1,1,1,0}; //The 18 indicates the distance at which the sound will be heard; titles[] = {}; }; }; Go back to the editor "eden" and double click the object and write this in its init field: this say3D "sound1"; That's it. Many thanks to Feuerex who helped me a lot with his videos. Press "Like" button if you like this post. Resources: The mission file.
  13. When I use say3D and set maxDistance (15 in example), the value is not relevant. Whatever I set there, I can hear sound far from source. Anybody have the same problem? [_object, [_sound, 15, 1]] remoteExec ["say3D", 0, true]; //_sound defined in Description.ext in CfgSounds class //15 - 15m from object //1 - pitch
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