Link to cfgSounds - @ibastavd maybe you can try a different one, like missle_impack.
http://browser.six-projects.net/other_roots/CfgSounds/config?version=63
EDIT: There are a lot of other options here, like big explosions and such. May have to use some in next version of script.
Ok - that is very strange. No sounds from the bombs exploding? The way my script works is that it doesn't actually call a sound for the explosions - the sound is built in, automatically played by arma after an explosion.
You can't as far as I know edit the volume of that sound. I don't...
Ok let's give this a shot! Sorry for the delay, I've been working on terrain stuff.
First of all, the folder MUST be called sound --- NOT sounds
And other than that, I think your files look ok. I think you said you were using 'sounds'? This would be the problem. Let me...
Mac, that's quite bizzare, as I can hear them the loudest of all. Or do you mean the whistling sounds as the bomb falls? Just change _sounddist to whatever distance you want (in meters). NOTE: you can also change the volume of each sound individually in the cfgSounds part of description.ext -...
SCRIPT ADDITION
OK, thanks to help from @AxeCain we now have a working warning message system!
Simply run's a cuttext warning on each client who has a radio - warning of next location to be bombed.
You'll need to run a new script on each client (put in mission init under if (!isDedicated) and...
I do run rmod. Not sure if I tried them before rmod. Works great with rmod in any case (well, it refills ammo on server boot which is dumb, but whatever)
Either way, the part you're talking about which kills you is in killed a hacker, and you can remove that shit or make an exception (see...
No worries! CfgSounds is part of my setup instructions, that's all. It goes in description.ext and defines the sounds, see the install instructions post (#3)
@ Dusty Nuttles
Hey dude no worries - forget what I said about looping it. What you want to do is take that sound file (the loopmono that you found is right) - now look at CfgSounds - figure out which one that is, and remove the other two. (search biki for cfgsounds if you get confused about...
Called from you mission init? That does help! Did you put it in an if(isDedicated)?
Before, I was having issues with the timings being off and multiple instances because I was executing it on each client (not in an if(isDedicated)). Be careful, and let me know if it works for sure!
Glad you...
Save that code as effects.sqf. Execute it from your mission init.sqf like so:
if (!isDedicated) then {
//Conduct map operations
0 fadeSound 0;
waitUntil {!isNil "dayz_loadScreenMsg"};
dayz_loadScreenMsg = (localize "STR_AUTHENTICATING");
//Run the player monitor
_id = player addEventHandler...
http://community.bistudio.com/wiki/Main_Page <<--- biki
If the file size is too big, use only the smallest siren - one is only like 100kb, then just loop it. All you have to do is replace the sound calls in my code with the siren name you decided to keep.
Besides all that, my 2mb mission file...
So you're going to have to add it to every unit's init field - figure out where the eventhandlers are added to the player and just drop yours in there. probably in dayz_server but I'm not sure.
Well, the 'this' in the script needs to point to something. I'm guessing it doesn't. Where you found it, how do they call it?
Maybe replace them with player - but I'm not sure how you'd differentiate the players. Read up about adding event handlers too.
Sorry dude don't have a lot of time tonight. Maybe tomorrow I can give it a look message me on steam.
Meanwhile, read up on the biki about variables!
Sent from my Galaxy Nexus using Tapatalk 2
Or you put it on a 5 min timer for testing - so it goes off shortly after server start? I don't use any admin panel so I don't know how that works - but you could get it to execute after 5 mins (sleep 300 at the top) and call it at the end of servermonitor.
This way nobody controls is, you...
Redirect through the mission? No, put your sqf in compiles, add it to server_functions and call it all from dayz_server.
Or do you mean through the mission to trigger it? Not sure how to accomplish that, maybe just put it on a timer
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