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Found 7 results

  1. 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.
  2. Recently the same scripts I use for all of my normal user-made missions cfg sound script have suddenly stopped working to a bug. Every time I use playSound or say3D I get this error: Type Object, expected nothing. Yet I can play the same sound with no problems when using the effects section in a trigger. This makes absolutely no sense as this exact script works on other missions I have made but for some reason not any of my recent ones. I seriously want to get a gun and shoot my computer 35 times this shit is so frustrating. Here is my desc.ext: class CfgMusic { sounds[] = {cutscenemusic}; class music { name = "cutscenemusic"; sound[] = {"sound\cutscenemusic.ogg", db+1, 1.0}; titles[] = {0, ""}; }; }; class CfgSounds { sounds[] = {}; class banter1 { name = "banter1"; sound[] = {"\sound\banter1.ogg", 100,1}; titles[] = {}; }; class scline1 { name = "scline1"; sound[] = {"\sound\scline1.ogg", 100,1}; titles[] = {}; }; class line3 { name = "line3"; sound[] = {"\sound\line3.ogg", 100,1}; titles[] = {}; }; class banter4 { name = "banter4"; sound[] = {"\sound\banter4.ogg", 700,1}; titles[] = {}; }; class banter5 { name = "banter5"; sound[] = {"\sound\banter5.ogg", 1,1}; titles[] = {}; }; }; author="Maxim"; OnLoadName = "The Last War"; OnLoadMission = "This will be the end..."; loadScreen = "images\splash1.jpg" And beleive me, all of my aspects are correct like my sound folder is not spelt wrong and so on.
  3. 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......
  4. 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...
  5. Hello everyone, upon glancing at the biki for more information regarding the implementation of sounds into the zeus user interface I wasn't able to find anything I did however with my sound add the following to my config entry: units[] ={"MySuperCoolSound"}; and supposedly this'll open the sound up to the zeus curator player. But to no avail, any insight on this?
  6. Hello everyone, upon glancing at the biki for more information regarding the implementation of sounds into the zeus user interface I wasn't able to find anything I did however with my sound add the following to my config entry: units[] ={"MySuperCoolSound"}; and supposedly this'll open the sound up to the zeus curator player. But to no avail, any insight on this?
  7. In description.ext When the file is on mission folder, it works: class CfgMusic { tracks[]={}; class music1 { name = "music1"; sound[] = {"music1.ogg", db-2, 1.0}; }; }; The problem comes when I put the file inside a addon: I tried: sound[] = {"\modFolder\music1.ogg", db-2, 1.0}; And: sound[] = {"@modFolder\music1.ogg", db-2, 1.0}; (Like cfgSounds) None of these works. I have files on the same addon working with cfgSounds.
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