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#1 Posted at 2016-09-22 20:39        
     
I've managed just with the basic functions of the trigger menu to set up an alarm, that plays when OPFOR is spotted in a given area. But there are two problems with it I can't figure out how to fix:

1.) The Alarm is played across the entire level, over 10+ miles from the actual event triggering it. I only want the alarm to be heard by those people within the affected area. Like how an Alarm works.

2.) The Alarm switches off if the enemy unit spotted goes unseen for even 1 second. Thankfully, the sound affect I am using consists of a loop, and a cool down sound, so it doesn't just abruptly end, and the enemy usually makes themselves known again before the alarm spools down to 0. But the point is, I don't want the alarm to shut off just because the enemy hid behind a rock for 30 seconds. I can set a min time required before the trigger is activated, but IDK how to set a min that the trigger must run after OPFOR is no longer spotted, or leaves the trigger area.

This is an issue with jet arcraft for example, who's turn radius can briefly extend outside the trigger area, and can snap in and out of view based on distance, and cloud coverage.

I need the alarm to stay on long enough to ensure the coast is clear, and only be heard by players in that area, including OPFOR and INDIE players so they know if they tripped the alarm.

This post was edited by Wreking_Rolf (2016-09-23 02:39, 395 days ago)


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#2 Posted at 2016-09-23 04:01        
     
I'm afraid you need to write something with playsound3D if you want a distance effect. Probably some other commands but this one work. You have an example here. Not the simplest one but you catch the idea. Make your trigger with detected by condition. It's the most appropriate. Repeatable.

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

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#3 Posted at 2016-09-23 05:57        
     
ugh... From what I actually understood, that code will make an object emit the sound you want, and it will fade as you get farther from the object. But first, I need dumbed down instructions on where to put all that awesome code I can't understand. Secondly, I need to know how to use the trigger to activate the object emitting the sound once I get the "playsound3D" object in game.

I can't really work on step two till I have an object in game emitting sound.