Forum Jump :

Author Message


Posts: 1
Rank:


Level: Member

Country: mx
Location:
Occupation:
Age:
In-game name:

 
#1 Posted at 2015-07-27 05:28        
     
Recently I downloaded OPTRE mod for ArmA3 an I want to creat an Orbital drop decent with sound, the only problem is that i dont know how to make the sound loop till it reaches the ground, All sounds are included in the trigger effect menu. I am kinda new at this, I made something similiar in ArmA2 But I cant make it work in 3. Please someone help. (please make it simple. If you know the mod,and an easier way to do the drop look better please tell me)


Author Message


Posts: 1589
Rank:


Level: Member

Country: pf
Location: Tahiti
Occupation: too many Arma
Age: 59
In-game name: Kobayashi Maru

 
#2 Posted at 2015-07-27 19:23        
     
If you don't want to create your own "sounds" or "music", you have to pick up the existing ones in the config of your game.
_muzic_file = str(getArray(configfile >>"CfgMusic" >> _CfgMuzes select _index >> "sound"));
then randomize them and playsound3D them in a while true loop.

That's for theory! in practice, you should have to cope with the names to obtain a readable .wss
and.. with the duration of the play until the next track:
sleep (getNumber (configfile >> "CfgMusic" >> _CfgMuzes select _index >> "duration"));

It's fun to make an ambient radio on shelves for instance. Because, i never found the way to move the source sound with a mobile like a car. Not sure it's what you want.
So, if you're interested in the whole script, send me a message.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

Advertisement


Author Message


Posts: 27
Rank:


Level: Member

Country: es
Location: Valencia
Occupation: Texture Artist [Deluxe HR Mods - Hectrol Tools & Resources]
Age:
In-game name:

 
#3 Posted at 2015-09-06 09:23        
     
Hi. I use two triggers for bucles:


Trigger One - TIC_TAC_A :

Tipe: NONE

ACTIVATION: NONE

Repeatedly

COUNT DOWN: 1,1,1

CONDITION: TIC

On Act: TAC=TRUE; TIC=FALSE;



Trigger Two - TIC_TAC_B :

Tipe: NONE

ACTIVATION: NONE

Repeatedly

COUNT DOWN: 1,1,1 [Or time you need or desire]

CONDITION: TAC

On Act: TAC=FALSE;

On Desact: TIC=TRUE;



And in Init.sqf: TIC=TRUE;




Tic-tac effect forever or until the stars are consumed. [Maybe less so]

You can activate things every X time using "TIC" or "TAC" [or sentence that you want] as a condition. Or directly in the "On Act" of trigger.


Author Message


Posts: 1189
Rank:


Level: Member

Country: tr
Location:
Occupation: Computer Science student
Age: 22
In-game name: Wak

 
#4 Posted at 2015-09-06 11:26        
     
Why not just

_soundDuration = 78; //If your sound effect is a minute and 18 seconds long
while {(getPos player select 2) > 5} do {
	playSound "yourSoundClassName";
	sleep _soundDuration;
};

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage





Tags: Triggers