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How/where do you call this? This would be really useful.![]()
Thanks, works great. Is there anyway you can preview these built in sounds? I tried "Mol_shutup" but it was not good.First code blocks go in
compiles.sqf
Add the second code block to a seperate file eg:
player_onSide = compile preprocessFileLineNumbers "fixes\player_onSide.sqf";
How would you add a custom Wav file to this?
Could x00 anti-hack be blocking this somehow? Have tried a few different versions including your seaweeduks one and nothing. Chucked first block at the bottom of compiles and made the player_onSide.sqf with his block
player_onSide = compile preprocessFileLineNumbers "fixes\player_onSide.sqf";
if ((_dikCode in actionKeys "PushToTalk") || (_dikCode in actionKeys "VoiceOverNet")) then {
player spawn player_onSide;
};
private["_display","_channelDisplay","_text","_channel"];
disableSerialization;
_channelDisplay = findDisplay 63;
if( !isNull _channelDisplay) then {
_text = _channelDisplay displayCtrl 101;
_channel = ctrlText _text;
if( _channel == localize "STR_SIDE_CHANNEL" ) then {
[60,15] call fnc_usec_pitchWhine; //60 - Itensity (whine sound) 15 - Seconds it lasts
[] spawn
{
playSound "explosionlarge_1"; //Built in sounds @ http://pastebin.com/Lcx6W0Nn
playSound "explosionlarge_1"; // Playing the sound multiple times at once increases the volume of the sound.
playSound "explosionlarge_1";
playSound "explosionlarge_1";
disableUserInput true;
sleep 1;
disableUserInput false;
};
cutText ['NO VOICE IN SIDECHAT!','PLAIN DOWN',25];
//dayz_lastCheckBit = time;
[player,15,true,(getPosATL player)] spawn player_alertZombies;
};
};
I have this at the bottom of my compiles.sqf
Code:player_onSide = compile preprocessFileLineNumbers "fixes\player_onSide.sqf"; if ((_dikCode in actionKeys "PushToTalk") || (_dikCode in actionKeys "VoiceOverNet")) then { player spawn player_onSide; };
And this is the player_onSide.sqf
Code:private["_display","_channelDisplay","_text","_channel"]; disableSerialization; _channelDisplay = findDisplay 63; if( !isNull _channelDisplay) then { _text = _channelDisplay displayCtrl 101; _channel = ctrlText _text; if( _channel == localize "STR_SIDE_CHANNEL" ) then { [60,15] call fnc_usec_pitchWhine; //60 - Itensity (whine sound) 15 - Seconds it lasts [] spawn { playSound "explosionlarge_1"; //Built in sounds @ http://pastebin.com/Lcx6W0Nn playSound "explosionlarge_1"; // Playing the sound multiple times at once increases the volume of the sound. playSound "explosionlarge_1"; playSound "explosionlarge_1"; disableUserInput true; sleep 1; disableUserInput false; }; cutText ['NO VOICE IN SIDECHAT!','PLAIN DOWN',25]; dayz_lastCheckBit = time; [player,15,true,(getPosATL player)] spawn player_alertZombies; }; };
if ((_dikCode in actionKeys "PushToTalk") || (_dikCode in actionKeys "VoiceOverNet")) then {
dayz_lastCheckBit = time;
[player,5,false,(getPosATL player)] spawn player_alertZombies;
};
Don't replace the original voice detection code. You will only remove the zombie calling feature when you talk. But also, the original code has delayed checks so a person can avoid being detected using the original checks.
i didnt even had player_onSide.sqf anywhere not in server pbo nor code pbo
guess that's not very normal...
if (_dikCode in actionKeys "PushToTalk" and (time - dayz_lastCheckBit > 10)) then {
dayz_lastCheckBit = time;
[player,50,true,(getPosATL player)] spawn player_alertZombies;
};
if ((_dikCode in actionKeys "PushToTalk") || (_dikCode in actionKeys "VoiceOverNet")) then {
player spawn player_onSide;
};
private["_display","_channelDisplay","_text","_channel"];
disableSerialization;
_channelDisplay = findDisplay 63;
if( !isNull _channelDisplay) then {
_text = _channelDisplay displayCtrl 101;
_channel = ctrlText _text;
if( _channel == localize "STR_SIDE_CHANNEL" ) then {
[60,15] call fnc_usec_pitchWhine; //60 - Itensity (whine sound) 15 - Seconds it lasts
[] spawn
{
playSound "explosionlarge_1"; //Built in sounds @ http://pastebin.com/Lcx6W0Nn
playSound "explosionlarge_1"; // Playing the sound multiple times at once increases the volume of the sound.
playSound "explosionlarge_1";
playSound "explosionlarge_1";
disableUserInput true;
sleep 1;
disableUserInput false;
};
cutText ['NO VOICE IN SIDECHAT!','PLAIN DOWN',25];
dayz_lastCheckBit = time;
[player,15,true,(getPosATL player)] spawn player_alertZombies;
};
};
player_onSide = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_onSide.sqf";
player_onSide = compile preprocessFileLineNumbers "player_onSide.sqf";