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Found 3 results

  1. This spawns a loudspeaker at the Altis Terminal trader that plays music up to 350 meters. Sound is 3D so it is louder outside buildings and gets harder to hear farther away you move from the speaker. The location of the loudspeaker can be changed in the LoudSpeaker.sqf by using editor to get all the necessary cordinates and plugging them into the correct locations. If you understand code you can add your own sound files by adding necessary information into the playList.hpp and LoudSpeaker.sqf then adding in .ogg sound into music folder. Songs are chosen randomly but the same song is heard by everyone in the area. If you join and do not hear a song playing you will have to wait about 5 minutes before you hear the music becuase the current song was remote executed before you joined and since you were not on you cant hear it but when the next song starts you will hear it because you were connected when server remote executed it for you to hear. this applies also if you dissconnect and rejoing you will have to wait for next song to start hearing the music. Need support feel free to contact Crito at our discord https://discord.gg/WEFzqPa You can get the script here https://github.com/Crito-VanaheimServers/Crito-s-Loudspeaker This is not a final copy it will be improved upon over time. First improvement in works is the way it is activated.
  2. 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};
  3. Hi, When playing, if hidden and disabled simulation units are in your group, you can still hear them. For instance, I start a MP mission with all playable units hidden + enableSimulationGlobal true (from Eden). Player is unhidden and enableSimulationGlobal when he joins. The problem is he can hear all the conversation, reports, orders if any, from the hidden disabled units. enableSentences and enableRadio are not acceptable solution as far as they are global to all units. setSpeaker "" is difficult to manage correctly (respawn problem) Anyway, it remains a weird behavior. Please, mute the hidden and/or disabled units.
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