I show how it done on my local server (with my folder paths), replace it with yours.
1. Find your desirable sound and convert it to OGG format - in my example it is signalka.OGG. Place this file in to MPMission folder : D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\signalka.ogg
2. add to D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\description.ext reference to new sound file : http://pastebin.com/P1FYvLjy
3. Almost all of you use scripts like selfbloodbags , then you have script fn_selfActions.sqf in your MPMission,
3.1. Extract scripts lock_veh.sqf and unlock_veh.sqf from dayz_code.pbo to (in my case it D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\Scripts )
3.2. in your MPMissions fn_selfActions.sqf replace references to extracted scripts (lock_veh.sqf and unlock_veh.sqf).
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Eugene
Hi all.
by the requests of people...
I show how it done on my local server (with my folder paths), replace it with yours.
1. Find your desirable sound and convert it to OGG format - in my example it is signalka.OGG. Place this file in to MPMission folder : D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\signalka.ogg
2. add to D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\description.ext reference to new sound file : http://pastebin.com/P1FYvLjy
3. Almost all of you use scripts like selfbloodbags , then you have script fn_selfActions.sqf in your MPMission,
3.1. Extract scripts lock_veh.sqf and unlock_veh.sqf from dayz_code.pbo to (in my case it D:\SteamGamesLibrary\SteamApps\common\arma 2 operation arrowhead\MPMissions\DayZ_Epoch_24.Napf\Scripts )
3.2. in your MPMissions fn_selfActions.sqf replace references to extracted scripts (lock_veh.sqf and unlock_veh.sqf).
Part of new fn_selfActions.sqf : http://pastebin.com/QgHM4k5e
4. Modify extracted scripts lock_veh.sqf and unlock_veh.sqf like this:
lock: http://pastebin.com/v7EiUerT
unlock: http://pastebin.com/n8JYivtq
5. start server.
Additional bonus - car lights will be flash when car lock\unlock
PS: sorry for my english.
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Sukkaed
_sounddist = 20; _nul = [objNull, _vehicle, rSAY, "lock", _sounddist] call RE;
Sukkaed
Sound which is in my case "lock" has to be defined in description.ext under class CfgSounds. You can set audible range in CfgSounds and after that range sound starts fading, the farther you go from th
freakystyle
@Rythron Thank you :*
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