Anhor Posted December 12, 2016 Report Share Posted December 12, 2016 How does a trigger looks like for a sound effect? Whats my opinion: play a sound if a player enters a defined area, nothing else What I know, no need of explanation: need a ogg file set it to description under sounds All I wanna know is how looks the trigger in mission.sqf Thx a lot for help! Link to comment Share on other sites More sharing options...
0 Shak Posted December 12, 2016 Report Share Posted December 12, 2016 I don't know about sounds that you've defined in your description.ext, but to use a trigger to play one of the default game files is easy. At the end of your init.sqf execVM "custom\sounds.sqf"; sounds.sqf _this = createTrigger ["EmptyDetector", [4745.3726, 9848.3877, 0]]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setSoundEffect ["$NONE$", "", "", "arabian_market_4"]; _trigger_8 = _this; _this = createTrigger ["EmptyDetector", [4748.3286, 9843.6758, -3.0517578e-005]]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setSoundEffect ["$NONE$", "", "", "arabian_market_3"]; _trigger_9 = _this; _this = createTrigger ["EmptyDetector", [4728.0806, 9877.7363, 0]]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setSoundEffect ["$NONE$", "", "", "arabian_market_2"]; _trigger_10 = _this; _this = createTrigger ["EmptyDetector", [4731.271, 9873.1924, 0.00012207031]]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setSoundEffect ["$NONE$", "", "", "arabian_market_1"]; _trigger_11 = _this; _this = createTrigger ["EmptyDetector", [4735.2783, 9866.6201, 0]]; _this setTriggerActivation ["WEST", "PRESENT", false]; _this setSoundEffect ["$NONE$", "", "", "Muslim_prayer2"]; _trigger_12 = _this; That code is just from the test we ran, can't find the final product sorry. But basically if you get near the defined area you'll hear those noises. Made a pretty cool atmosphere for my mates 'Taki Trader'. To place the trigger in the editor, just start like you'd normally do for adding buildings, but instead of the F5 key for vehicles use the trigger one instead. Hope that helps. Anhor 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted December 12, 2016 Author Report Share Posted December 12, 2016 Hey Shak, I´m pretty thankfull for that! Link to comment Share on other sites More sharing options...
0 Anhor Posted December 13, 2016 Author Report Share Posted December 13, 2016 Unfortunately, it is not quite what I am looking for. To better explain what I am about: class Sensors { items=3; class Item0 { position[]={9478,0,4458}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone1"; expCond="(player distance radzone1) < 150;"; expActiv="TitleText[""The radiation counter starts clicking..."",""PLAIN DOWN""]; DZE_Quarantine = true;"; expDesactiv="TitleText[""The radiation dose decreas..."",""PLAIN DOWN""]; DZE_Quarantine = false;"; class Effects { }; }; This is a sensor in mission.sqf ......... as you can see he gives a text message to the corresponding client that triggered him. That is exactly what I want to achieve ....... just with a sound instead of a text message. Since I have actually no idea of scripting, at any rate I think that, my question to the specialists ........ is this possible? Link to comment Share on other sites More sharing options...
0 juandayz Posted December 13, 2016 Report Share Posted December 13, 2016 On 12/13/2016 at 10:23 PM, Anhor said: Unfortunately, it is not quite what I am looking for. To better explain what I am about: class Sensors { items=3; class Item0 { position[]={9478,0,4458}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone1"; expCond="(player distance radzone1) < 150;"; expActiv="TitleText[""The radiation counter starts clicking..."",""PLAIN DOWN""]; DZE_Quarantine = true;"; expDesactiv="TitleText[""The radiation dose decreas..."",""PLAIN DOWN""]; DZE_Quarantine = false;"; class Effects { }; }; This is a sensor in mission.sqf ......... as you can see he gives a text message to the corresponding client that triggered him. That is exactly what I want to achieve ....... just with a sound instead of a text message. Since I have actually no idea of scripting, at any rate I think that, my question to the specialists ........ is this possible? Expand so you want to execute a custom sound in a place, not a existing sound from arma2oa. Link to comment Share on other sites More sharing options...
0 juandayz Posted December 13, 2016 Report Share Posted December 13, 2016 @Anhor check this: Anhor 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted December 13, 2016 Author Report Share Posted December 13, 2016 This is absolutly helpful! Thx juan! Link to comment Share on other sites More sharing options...
0 juandayz Posted December 13, 2016 Report Share Posted December 13, 2016 On 12/13/2016 at 11:01 PM, Anhor said: This is absolutly helpful! Thx juan! Expand i remember some time ago i made an script about a gypsie and for fun i was added a sound trigger , same as you want who sayid : "hey bro can you give me a money" or something like this.... but i cannot find the code for the sound. Link to comment Share on other sites More sharing options...
0 Anhor Posted December 13, 2016 Author Report Share Posted December 13, 2016 I need it for my namalsk server ........... it should play a aggressive dog growl .......... just to scare :D juandayz 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted December 13, 2016 Report Share Posted December 13, 2016 On 12/13/2016 at 11:07 PM, Anhor said: I need it for my namalsk server ........... it should play a aggressive dog growl .......... just to scare :D Expand also take a look here. this is an event for scare with sounds Link to comment Share on other sites More sharing options...
0 Anhor Posted December 15, 2016 Author Report Share Posted December 15, 2016 Get the trigger working ........... very nice .......... the reaction of players are priceless *lol* Another question ....... I hope I do not get on the nerves ......... it is impossible to set more than radzones? I have three, but only the last is working. Here´s my code from the mission.sqm class Sensors { items=3; class Item0 { position[]={9478,0,4458}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone1"; expCond="(player distance radzone1) < 150;"; expActiv="TitleText[""The radiation counter starts clicking..."",""PLAIN DOWN""]; DZE_Quarantine = true;"; expDesactiv="TitleText[""The radiation dose decreas..."",""PLAIN DOWN""]; DZE_Quarantine = false;"; class Effects { }; }; class Item1 { position[]={6475, 0, 9304}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone2"; expCond="(player distance radzone2) < 80;"; expActiv="TitleText[""The radiation counter starts clicking..."",""PLAIN DOWN""]; DZE_Quarantine = true;"; expDesactiv="TitleText[""The radiation dose decreas..."",""PLAIN DOWN""]; DZE_Quarantine = false;"; class Effects { }; }; class Item2 { position[]={3951, 0, 8458}; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone3"; expCond="(player distance radzone3) < 100;"; expActiv="TitleText[""Here is a strange radiation!"",""PLAIN DOWN""]; DZE_Quarantine = true;"; expDesactiv="TitleText[""The strange feeling is gone..."",""PLAIN DOWN""]; DZE_Quarantine = false;"; class Effects { }; }; }; }; Link to comment Share on other sites More sharing options...
0 juandayz Posted December 16, 2016 Report Share Posted December 16, 2016 @Anhor you can try this: sensors: Reveal hidden contents class Sensors { items=3; class Item0 { position[]={9478,0,4458}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone1"; expCond="(vehicle player) in thislist;"; expActiv="radzone1 = [] execVM ""custom\radzone\radzone_init.sqf"";"; expDesactiv="terminate radzone1; titleText [""The strange feeling is gone..."", ""PLAIN DOWN""];"; class Effects { }; }; class Item1 { position[]={6475, 0, 9304}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone2"; expCond="(vehicle player) in thislist;"; expActiv="radzone2 = [] execVM ""custom\radzone\radzone_init.sqf"";"; expDesactiv="terminate radzone2; titleText [""The strange feeling is gone..."", ""PLAIN DOWN""];"; class Effects { }; }; class Item2 { position[]={3951, 0, 8458}; a=100; b=100; activationBy="WEST"; repeating=1; interruptable=1; age="UNKNOWN"; name="radzone3"; expCond="(vehicle player) in thislist;"; expActiv="radzone3 = [] execVM ""custom\radzone\radzone_init.sqf"";"; expDesactiv="terminate radzone3; titleText [""The strange feeling is gone..."", ""PLAIN DOWN""];"; class Effects { }; }; }; radzone_init.sqf (place into mpmissions\your instance\custom\radzone\) Reveal hidden contents //DZE_Quarantine = true; //systemChat("The radiation counter starts clicking..."); //add anything you want for example.. u can remove the DZE_quarentine and add: private ["_timerad"]; _timerad = 30; systemChat("The radiation counter starts clicking..."); _nul = [objNull, player, rSAY, "radsound"] call RE; //this gonna add a .ogg sound but you need to define it in description.ext and create the ogg radsound sleep _timerad; systemChat("Your will die in this place..."); sleep _timerad; systemChat("You feel sick..."); [] spawn { hint "ahhhh"; Remove_Drug_effects = { { ppEffectDestroy _x; } forEach (_this select 0); ppEffectDestroy nonapsi_ef; ppEffectDestroy wetdist1; ppEffectDestroy ppe; ppEffectDestroy ppe2; ppEffectDestroy ppe3; setaperture 0; "dynamicBlur" ppEffectAdjust [0]; "dynamicBlur" ppEffectCommit 16; "colorCorrections" ppEffectAdjust [1, 1, 0, [1, 1, 1, 0.0], [1, 1, 1, 1], [1, 1, 1, 0.0]]; "colorCorrections" ppEffectCommit 0; }; _time = time; _effects = []; while {true} do { nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.03, [0.0, 0.0, 0.0, 0.0], [3.0, 5.0, 9.0, 5.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [0, 8, 0.8,8,8, 0.2, 1, 0, 0, 0.08, 0.08, 0, 0, 0, 0.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; ppe = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [ppe]; ppe ppEffectAdjust [1, 1, 0, [1.5,6,2.5,0.5], [5,3.5,5,-0.5], [-3,5,-5,-0.5]]; ppe ppEffectCommit 1; ppe ppEffectEnable true; ppe2 = ppEffectCreate ["chromAberration", 1555]; _effects = _effects + [ppe2]; ppe2 ppEffectAdjust [0.01,0.01,true]; ppe2 ppEffectCommit 1; ppe2 ppEffectEnable true; ppe3 = ppEffectCreate ["radialBlur", 1555]; _effects = _effects + [ppe3]; ppe3 ppEffectEnable true; ppe3 ppEffectAdjust [0.02,0.02,0.15,0.15]; ppe3 ppEffectCommit 1; sleep random(1); wetdist1 = ppEffectCreate ["wetDistortion", 2006]; _effects = _effects + [wetdist1]; wetdist1 ppEffectAdjust [1, 1.16, 0.32, 2.56, 0.8, 0.64, 2.64, 0, 0, 1.08, 0.08, 0, 0, 0, 1.77]; wetdist1 ppEffectEnable true; wetdist1 ppEffectCommit 0; sleep random(1); nonapsi_ef = ppEffectCreate ["colorCorrections", 1555]; _effects = _effects + [nonapsi_ef]; nonapsi_ef ppEffectEnable true; nonapsi_ef ppEffectAdjust [1.0, 1.0, -0.02, [9.5, 1.5, 2.5, 0.2], [2.0, 7.0, 6.0, 2.0],[0.4,0.0,0.0, 0.7]]; nonapsi_ef ppEffectCommit 1; sleep random(1); if (_time + 10 < time) exitWith {[_effects] call Remove_Drug_effects;}; }; }; sleep _timerad; systemChat("You suffer an attack..."); r_player_unconscious = true; sleep 5; r_player_unconscious = false; sleep _timerad; titleText ["", "WHITE IN"]; systemChat("time to die..."); player setDamage 1; Anhor 1 Link to comment Share on other sites More sharing options...
0 Anhor Posted December 16, 2016 Author Report Share Posted December 16, 2016 @juandayz , what should I say? It works! And the effects are awesome! You´re a legend! Thx again for your support. juandayz 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted December 16, 2016 Report Share Posted December 16, 2016 dont worry was funny make it : have the druggs effect by smoke hemp mode. @Anhor you can make a new post in mod sections about it.. to be used by others. Link to comment Share on other sites More sharing options...
0 looter809 Posted December 16, 2016 Report Share Posted December 16, 2016 Hey guys, I don't think the answer is in here for what I'm looking for. Is there anyway to make a sensor on an object instead of a location? For example, I'm trying to get a snowman to sing to players. The players can deploy the snowman, so the location could be anywhere. And I have tried to use if(_cursorTarget isKindOf "MAP_snowman") then { _snowman = SNOWMANZ; s_player_snowman = player addAction [("<t color=""#00FFFF"">" + ("Do you want to build A SNOWMAN?!?")+"</t>"),"location\etc\snowmanSing.sqf",_snowman, 5, false, true]; } else { player removeAction s_player_snowman; s_player_snowman = -1; }; But I have noticed that the snowman can not be seen by cursorTarget. So i'm now trying to make it a sound trigger, so whenever you are within 5 meters of a snowman it will sing. Any idea? Link to comment Share on other sites More sharing options...
0 juandayz Posted December 16, 2016 Report Share Posted December 16, 2016 On 12/16/2016 at 10:22 PM, looter809 said: Hey guys, I don't think the answer is in here for what I'm looking for. Is there anyway to make a sensor on an object instead of a location? For example, I'm trying to get a snowman to sing to players. The players can deploy the snowman, so the location could be anywhere. And I have tried to use if(_cursorTarget isKindOf "MAP_snowman") then { _snowman = SNOWMANZ; s_player_snowman = player addAction [("<t color=""#00FFFF"">" + ("Do you want to build A SNOWMAN?!?")+"</t>"),"location\etc\snowmanSing.sqf",_snowman, 5, false, true]; } else { player removeAction s_player_snowman; s_player_snowman = -1; }; But I have noticed that the snowman can not be seen by cursorTarget. So i'm now trying to make it a sound trigger, so whenever you are within 5 meters of a snowman it will sing. Any idea? Expand try : snow_init.sqf Reveal hidden contents msg = false; _sleepSongTime = 10; //change by your sound time while {true} do { private ["_pos","_allconditions","_inRange","_trigger"]; _trigger = ["MAP_snowman"]; _pos = getPosATL player; _allconditions = (nearestObjects [_pos, _trigger, 5]); _inRange = count _allconditions > 0; if (_inRange) then { if (!msg) then { cutText ['singer snowman', 'PLAIN']; msg = true; _nul = [objNull, player, rSAY, "snowsing"] call RE; sleep _sleepSongTime; }; } else { msg = false; }; }; go to init.sqf find: execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; below add: //portables clay [] execVM 'custom\snow_init.sqf'; in your description.ext add the class sound "snowsing" and create snowsing.ogg then if works well,, every snowman in server will play a song if is a player around 5 mts Link to comment Share on other sites More sharing options...
0 juandayz Posted December 17, 2016 Report Share Posted December 17, 2016 @looter809if u gonna use deployanything to deploy the snow man... and you wanna use cursor target in fn_selfaction to start the sound then. 1-set the snowman deploy with deploy anything mod. 2-open your fn_selfactions.sqf and find: if ((_cursorTarget isKindOf "Plastic_Pole_EP1_DZ") && {speed player <= 1}) then { above it: paste if ((_cursorTarget isKindOf "MAP_snowman") && {speed player <= 1}) then { if (s_player_deploysnowman < 0) then { s_player_deploysnowman = player addAction ["<t color='#00FFFF'>Do you want to build A SNOWMAN</t>", "location\etc\snowmanSing.sqf.sqf", [], 5, false]; }; } else { player removeAction s_player_deploysnowman; s_player_deploysnowman = -1; }; now again in selfactions find: } else { //Engineering below paste: player removeAction s_player_deploysnowman; s_player_deploysnowman = -1; snowmanSing.sqf Reveal hidden contents _nul = [objNull, player, rSAY, "snowsing"] call RE; in description.ext if u dont have class sound: find: aiKills = 1; diagRadio = 1; diagHit = 1; below paste: class CfgSounds { snowsing[] = { snsing }; class snsing { name="snsing"; sound[]={location\etc\snowsing.ogg,0.9,1}; titles[] = {}; }; }; if u already have a class Cfgsounds just paste inside: snowsing[] = { snsing }; class snsing { name="snsing"; sound[]={location\etc\snowsing.ogg,0.9,1}; titles[] = {}; }; create the snowsing.ogg and drop into location\etc Link to comment Share on other sites More sharing options...
0 looter809 Posted December 17, 2016 Report Share Posted December 17, 2016 @juandayz I'll try the first suggestion. But for the second suggestion, I tried it and the snowman is not seen by the player's cursor. You can visibly see it, just not detect it from cursorTarget. I can test this by pressing "I" with infiSTAR on the snowman and it doesn't do anything, where as pressing "I" on something like a house or a vehicle or even the MAP_t_picea1s from the xmas tree script shows what it is in the systemchat Link to comment Share on other sites More sharing options...
0 looter809 Posted December 17, 2016 Report Share Posted December 17, 2016 the sensor worked. thanks! I think i like it better than the scroll option anyways. Merry christmas, and thank you! Link to comment Share on other sites More sharing options...
0 looter809 Posted December 18, 2016 Report Share Posted December 18, 2016 Anyway to make the song only sing to the person triggering it? It's nice to know it possible to have it sing globally, but right now I can hear the snowman song from 800m away when a player triggers it. Link to comment Share on other sites More sharing options...
0 juandayz Posted December 18, 2016 Report Share Posted December 18, 2016 On 12/18/2016 at 1:11 AM, looter809 said: Anyway to make the song only sing to the person triggering it? It's nice to know it possible to have it sing globally, but right now I can hear the snowman song from 800m away when a player triggers it. Expand try playSound "snowsing"; or [objNull,player,rSAY,"snowsing",30] call RE; Link to comment Share on other sites More sharing options...
0 looter809 Posted December 19, 2016 Report Share Posted December 19, 2016 The [objNull,player,rSAY,"snowsing",30] call RE; did not work, however; the playSound "snowsing"; did work. Thank you once again Juan! juandayz 1 Link to comment Share on other sites More sharing options...
0 juandayz Posted December 19, 2016 Report Share Posted December 19, 2016 On 12/19/2016 at 8:41 PM, looter809 said: The [objNull,player,rSAY,"snowsing",30] call RE; did not work, however; the playSound "snowsing"; did work. Thank you once again Juan! Expand yup, i not sure but i think playsound is only local. so i guess only the player near of the snowman will listen the sound. for all players maybe u can try: _nul = [objNull, player, rSAY, "snowsing",30] call RE; looter809 1 Link to comment Share on other sites More sharing options...
Question
Anhor
How does a trigger looks like for a sound effect?
Whats my opinion: play a sound if a player enters a defined area, nothing else
What I know, no need of explanation:
need a ogg file
set it to description under sounds
All I wanna know is how looks the trigger in mission.sqf
Thx a lot for help!
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