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Found 2 results

  1. Hey folks, I'll try and keep this short. I'm new to scripting in Arma 3, so I got a friend to assist me with custom dialogue that is set to occur in my mission when certain things happen. For example, I have audio that is supposed to play when an enemy plane gets shot down. But because the player is in their own plane for the entire mission, all that dialogue will sound muffled. We did go into the mission.sqm and set proper parameters for the briefing dialogue which makes it sound loud and clear even when inside a vehicle, but the shootdown dialogue is tied to eventhandlers within the unit's init in 3den. I tried setting the same parameters since it's also playSound script, but the audio is still muffled. Below is the code for one of the enemy units: this addEventHandler ["Hit", {bt1 setdamage 1}]; this addEventHandler ["killed", {playSound "GACSFXMODVSong0", 2, 0;}]; this addEventhandler ["Hit", {titleText ["<t align = 'center' shadow = '2' color='#FF0000' size='2' font='RobotoCondensedBold' >BOMBER</t><br /><t color='#FFFFFF' size='2' font='RobotoCondensed' shadow = '2' >This is Grey Two, we're hit, we're hit!</t>", "PLAIN DOWN", -1, true, true];}]; I'm using the information provided on this page as well: https://community.bistudio.com/wiki/playSound I'm hoping I'm just implementing the parameters wrong and someone here can show me the light. That, or someone can show me a better way to implement sounds that occur during the mission without using 3den triggers. Many thanks in advance! EDIT: Someone else helped me out and now the audio plays unmuffled, all because of a little syntax issue: this addEventHandler ["killed", {playSound "GACSFXMODVSong0", 2, 0;}]; The old code above was missing brackets around the sound and parameters itself. The fix is below: this addEventHandler ["killed", {playSound ["GACSFXMODVSong0", 2, 0];}]; Really simple fix, but I'll leave this post up in case someone else has this specific problem in the future. Case closed!
  2. Hello! I had to create a workaround* when using triggers to be able to broadcast sound effects with hints to all connected clients (on dedicated server) and all is good excluding the fact that I'm unable to use the sound I'd like to, probably because I don't know how to correctly reference it (incorrect filename or something the like). I'm using remoteExec to broadcast sounds to all connected clients. Using the method is tried and tested to work with vanilla sound Alarm: "Alarm" remoteExec ["playSound"]; As for the sound file I'd like to use, I tried to use absolute(?) path and filename with and without the extension, like so: "a3\missions_f_beta\data\sounds\firing_drills\checkpoint_not_clear.wss" "checkpoint_not_clear.wss" "checkpoint_not_clear" but all these depending on what I was trying at the time of testing were returned with Sound nnnn not found. When we're talking about vanilla sounds there should not be the need to grab that one sound file I'd like to use and add it to my mission (and then reference the sound from the mission folder) or is there? So how do I correctly reference A3 vanilla sounds to be used in a trigger? Is there perchance a separate config file somewhere that would show the correct names of the sound files with which to reference them? Or should I use setSoundEffect (but I still wouldn't know how to correctly reference the sound file)? * It's all fun and games when you are creating a multiplayer mission and it's sort of slowly closing to be "finalized any moment now!". You've been testing it meticulously by running it as multiplayer mission through the in-game editor. And when you switch to dedicated server to test not much of the already established to be working is actually working, like simple triggers with hints and trigger (sound) effects.
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