devilFaust 13 Report post Posted July 14, 2016 I would like to add a few ambient sounds to our server to get it a little more haunting in spots (Altis map btw) For example I have a .ogg file here that I would like to loop inside a contaminated zone, much like the geiger counter loop that already exists in there, so that when a player enters that area it will trigger another looping ambient sound. From what I understand I need to put the .ogg in a sounds folder in my Exile.Altis.pbo so it pushes it to the client side? If anyone could point me in the right direction (example of code) etc I'd appreciate it. I have a very rough idea of where to start so help is so very very welcome. Thanks 1 Share this post Link to post Share on other sites
KuroNeko87 1 Report post Posted July 16, 2016 seems an interesting Idea, gonna follow this. Hope you get an answer! Share this post Link to post Share on other sites
red_ned 658 Report post Posted July 17, 2016 (edited) In Arma 2 you would do it like this: mission trigger Quote class Item15 { position[]={5358.7251,-331.93161,8582.2998}; a=500; b=500; activationBy="WEST"; type="SWITCH"; repeating=0; interruptable=1; age="UNKNOWN"; name="pvpsirenkab"; expCond="(vehicle player) in thislist;"; expActiv="pvpsirenkab = [] execVM ""path\sound.sqf"";"; expDesactiv="terminate pvpsirenkab; titleText [""You have left the PVP Zone *PHEW!*"", ""PLAIN"", 3];"; class Effects { }; }; sound.sqf looks like this Quote waitUntil {!isNull player}; playSound "pvpsiren"; sleep 5; the ogg sound file is then referenced in the description.ext file Quote class CfgSounds { sounds[] = {siren}; class pvpsiren { name = "siren"; sound[] = {"path\siren.ogg", db-10, 1.0}; titles[] = {0, ""}; }; }; you can see which triggers still work in A3 from the wiki site. hope it helps Edited July 17, 2016 by red_ned 1 Share this post Link to post Share on other sites
devilFaust 13 Report post Posted July 17, 2016 That's a huge help, a great place to start, thanks for that. Share this post Link to post Share on other sites
Warsheep 126 Report post Posted July 18, 2016 look in ur mission config.cpp lass CfgExileMusic { Ambient[] = {"ambient01","ambient02"}; Combat[] = {"ExileTrack04","ExileTrack05"}; Intro[] = {"ExileTrack06","ExileTrack07"}; }; description.ext class CfgSounds { sounds[] = {ambient}; class pvpsiren { name = "ambient1"; sound[] = {"path\ambient1.ogg", db-10, 1.0}; titles[] = {0, ""}; }; name = "ambient2"; sound[] = {"path\ambient2.ogg", db-10, 1.0}; titles[] = {0, ""}; }; }; this is the easyest way i think 1 Share this post Link to post Share on other sites
devilFaust 13 Report post Posted July 19, 2016 It's going to be triggered by the player entering an area, so I'm guessing I need a new class. (i.e. not the cgfExileMusic) since the sound itself will be a non constant.) End of the day what I want to do is just piggyback off the Geiger counter sound trigger when a player enters a contaminated zone. I've been swamped here (work) so I haven't had a chance to actually dig in deep or run tests yet. Share this post Link to post Share on other sites
MangoAU 0 Report post Posted February 2, 2018 Hi Guys, I am looking to do something similar. I want to have a custom sound trigger when a player enters a certain building. Would I do this through a trigger or is there a script for this kind of thing out there? Cheers Share this post Link to post Share on other sites