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Showing results for tags 'playsound3d'.
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playsound3d playSound3D local parameter not working
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey everyone, I am trying to use the playSound3D function with the "local" parameter that has been introduced in 2.06, but I cannot get it to work. Either I'm not getting it or doing something wrong. Basically, when using the function syntax and putting in all the parameters the sound seems to play just fine, however as soon as I add the last parameter (either set to true or false) the sound does not play at all. What I would love to have is this function BE local, as in, the sound played to be heard only by the player triggering it. Now I know the function itself says its effect is global by default (GE), so it makes me wonder whether the "local" parameter is not working or it is something completely different. Thanks for your help in advance! https://community.bistudio.com/wiki/playSound3D -
Hello, im trying to make a A-143 with jericho trumpets, so when diving it makes a sound. I have the following code so far, but I have trouble attaching the sound to the airplane. I know of say3D, however I don't think the volume can't be changed in that command, furthermore this script is supposed to be a composition so that it can be spawned on the fly in any mission. Any input is much appreciated! this addWeaponTurret ["cannon_125mm_advanced",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; this addMagazineTurret ["24Rnd_125mm_APFSDS_T_Red",[-1]]; nul = [this] spawn { params ["_this"]; while {alive _this} do { _velocity = ((velocityModelSpace _this select 1) - 100) max 0; _vol = _velocity / 10; playSound3D [ "a3\sounds_f\sfx\alarm_blufor.wss", _this, false, _this, _vol, 1, 300 ]; sleep 3; }; };
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sound Play sounds for specific players
Dj Rolnik posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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! -
hi mates ! i m trying to create a D Day Cricket Clicker with an ace action. This is my " script " : init.sqf _action = ["custom_action", "Use Cricket", "", {"scripts\click.sqf" call BIS_fnc_execVM;}, {true}] call ace_interact_menu_fnc_createAction; ["CAManBase", 1, ["ACE_SelfActions"], _action, true] call ace_interact_menu_fnc_addActionToClass; Click.sqf : private["_unit"]; _unit = player; _unit say2D ["click", 20, 1]; Problem is : only the player who use interaction hear the sound but i would like peoples hear the sound auround the player who use interaction Can you help me ?
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I have object, that is playing sound with 60 seconds repeat. Object is used in multiplayer mission (dedicated server) so I would like to use playSound3D because have global effect . I am open to solutions with say3D, say, ... if it is applicable in multiplayer (e.g. everybody can hear sound in multiplayer). Problem: When object is destroyed, sound is still playing. This is kind of non-realistic. I want to stop sound immediately after object is destroyed. Here is what I got so far: sound.sqf params ["_object"]; _root = str missionConfigFile select [0, count str missionConfigFile - 15]; _object setVariable ["on", true, true]; _object addEventHandler [ "HandleDamage", { (_this select 0) setDammage 1; (_this select 0) setVariable ["on", false, true]; //disable playSound3D here, when object is damaged } ]; while { _object getVariable ["on", false] } do { playSound3D [_root + "sound.ogg", _object, false, getPos _object, 100, 1, 30]; sleep 60; };
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Hi everybody ! i'm working on a new script like battlefield bad company 2 rush game mode, to arm, disarm a bomb. after two days of searching, testing, asking help etc...., i got now a system that works almost as it needs. when this script is finished, i will release it to the community as there is now no existing public script at the moment, for this game mode. and a lot of players ask me this game mode. i have now the script working like this: player can arm a bomb, with player animation, arming sound and messages display correctly (takes 5 seconds to arm) then it fires a 60 seconds countdown timer. that's all i got for now. how to ad sound with the countdown timer ? and how to set off a bomb when countdown is finished ? here is my code, called via trigger condition. ( i tried using trigger effects to play sound but, it will play only once, that's not what i want. i tried also to put the sound call here in the code, but it never plays. if (!isServer) exitWith {}; _countdown = param [0,60]; countdownFinished = false; for "_i" from 1 to _countDown do { _timeleft = [_countdown - _i] call BIS_fnc_secondsToString; [[[_timeLeft],{hintSilent format ["Time left: %1",_this select 0]}],"BIS_fnc_spawn",true] spawn BIS_fnc_MP; sleep 1; }; countdownFinished = true; and this is the sound file: playSound3D [([str missionConfigFile, 0, -15] call BIS_fnc_trimString) + "music\armed.ogg",_this select 1] also how to stop sound file if other team disarm it with addaction ? thanks already for helping me !!!