// sounds
class CfgSounds
{
sounds[]={nam,eve,puk,playerSnoring};
class nam
{
name = "Siren1";
sound[] = {\sfx\SirenLoopMono.ogg, db-6, 1.0};
titles[] = {""};
};
class eve
{
name = "Siren2";
sound[] = {\sfx\Sirens.ogg, db-6, 1.0};
titles[] = {""};
};
class puk...
Ok, so got this is working (Panthera 1.8) without the sounds as I will try to get an ingame sound. So far via editor have only found this sound Sirene_EP1
Anyone know how to call ingame sounds?
Does it loop? How can this be controlled? It goes off on server restart once only.
Help...
Did you repack the pbo correctly? That would be a no. :)
Download pbo manager 1.4 - once you have packed your pbo, open it with pbo manageer. Click on the file properties.
Right click inside the box, click add.
On the leftside goes : prefix
On the rightside goes : z\addons\dayz_server...
I put the class Sensors code before Markers and after Vehicles - that made it work for me.
My co-ords were in this format - position[]={5782.6616,0,1860.5177};
Yeh something like that, the numbers on my server are not constant so some days its ok with 10 - 20 players but once it hits 30/35 I'm just waiting for the server to pop :)
And btw I just love it when the AIs steal helis ! :p
And yes if you can do that - that would be awesome!
Sooo...
AI working all good I think...
Player - "Friendly,friendly - I'm friendly!!!!!"
AI Bandit - "Your mine Bambi - bushes/walls/godmode cannot save you!!!"
Player - "Why you kill me man, I said I was friendly!!"
AI Bandit - "Next please!"
At least it keeps everyone entertained! :)
I...
Is anyone running this on Panthera 1.7 or 1.8?
I have got helis working fine, bandits/soldiers working all good so...
I am wanting to do grid definition for the automatic spawn system. So I am after the grid squares e.g. SAR_area_0_0. I just want to make sure I'm going in the right...
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