Air raid - bombing and siren

Or you put it on a 5 min timer for testing - so it goes off shortly after server start? I don't use any admin panel so I don't know how that works - but you could get it to execute after 5 mins (sleep 300 at the top) and call it at the end of servermonitor.

This way nobody controls is, you can still test it, and it should run on all clients (you may need to call RE for some commands). This is how my airraid script works, and the animated heli crashes

If you have to use it through the tools, you can set a publicvariable and check it, have the admin panel set it to true when you want it to go off, and have the code have a waituntil (publicvar)

So how would I set the public var? Also, I tried calling it through the init.sqf, only to get the "Something went wrong" message. This is going to take a lot of work :/
 
Sorry dude don't have a lot of time tonight. Maybe tomorrow I can give it a look message me on steam.

Meanwhile, read up on the biki about variables!

Sent from my Galaxy Nexus using Tapatalk 2
 
Can't find a biki. That's alright, no worries. Probably pass on this one.

I would love to use this as an addition, but 2mb for air raid sirens is far to large.
http://community.bistudio.com/wiki/Main_Page <<--- biki
If the file size is too big, use only the smallest siren - one is only like 100kb, then just loop it. All you have to do is replace the sound calls in my code with the siren name you decided to keep.

Besides all that, my 2mb mission file takes under 10 seconds to download....every time. Not sure what you're worried about!
 
mmmyum,

If it helps at all, I've gotten your scripts to work absolutely perfectly. Its completely random, the huey's fly over the correct area., the sirens work in the correct area.

I have the script called from the init file.

Fan-freaking-tastic work! My guys are going to love this! Best part, I haven't even told them I added it XD
 
mmmyum,

If it helps at all, I've gotten your scripts to work absolutely perfectly. Its completely random, the huey's fly over the correct area., the sirens work in the correct area.

I have the script called from the init file.

Fan-freaking-tastic work! My guys are going to love this! Best part, I haven't even told them I added it XD
Called from you mission init? That does help! Did you put it in an if(isDedicated)?
Before, I was having issues with the timings being off and multiple instances because I was executing it on each client (not in an if(isDedicated)). Be careful, and let me know if it works for sure!

Glad you like it, it will be quite the surprise for your players!
 
I put the call here:

Code:
if (isServer) then {
    dogOwner = [];
    _serverMonitor =    [] execVM "\z\addons\dayz_code\system\server_monitor.sqf";
    _airraid = [] execVM "server_airRaid.sqf";
};

In the isServer section, rather than Dedicated. In the beginning, I had a few issues with the sounds, but that's because I have other sounds for other additions, (Our working train) so once I combined those, its been perfect. Hope this helps man!
 
http://community.bistudio.com/wiki/Main_Page <<--- biki
If the file size is too big, use only the smallest siren - one is only like 100kb, then just loop it. All you have to do is replace the sound calls in my code with the siren name you decided to keep.

Besides all that, my 2mb mission file takes under 10 seconds to download....every time. Not sure what you're worried about!

Oo didn't know I could use the small one. Is that one called SirenLoopMono.ogg in your zip? Or is that found in the biki?

Which version in the biki...ArmA2, Arma2: Operation Arrowhead, or from the Editing BI Games area?

Once in there where do I go? Lots of options.

When I do find the smaller file, how exactly do I loop it?

Sorry for all the questions.

Thanks for the info! Maybe I will use it if I can find the smaller sound file, looks awesome in the video's.
 
@ Dusty Nuttles

Hey dude no worries - forget what I said about looping it. What you want to do is take that sound file (the loopmono that you found is right) - now look at CfgSounds - figure out which one that is, and remove the other two. (search biki for cfgsounds if you get confused about formatting). Now take the name (nam, I think it is for the short one), and go back to my server_airRaid.sqf code - and replace every other part where I call 'eve' or 'puk' (the other two sound names) with 'nam'.

Timing's might not be great (you can look at the sleep commands to figure it out) as the other two sounds are longer - so you might have a few seconds without siren. But it shouldn't be bad at all, I used nam for a lot of them anyways.

This way, my script never tries to call those other two sounds, and you only need the one!

as for the Biki - basically everything in OA is good to know - but I'd just start looking through it as you go, learning new commands and whatever. It has all the syntax, and has some great guides about sounds/mp scripting/lots of other things. Good luck!
 
No worries! CfgSounds is part of my setup instructions, that's all. It goes in description.ext and defines the sounds, see the install instructions post (#3)
 
No worries! CfgSounds is part of my setup instructions, that's all. It goes in description.ext and defines the sounds, see the install instructions post (#3)

So I followed the instructions you gave me and I got no siren sound at all. Heli flew over and the bombs dropped..caught me by surprise for sure. Pretty cool seeing bombs in Cherno at night time. Lit the place up.

But yeah, not sure I went wrong, I'll double check it tomorrow.
 
So I followed the instructions you gave me and I got no siren sound at all. Heli flew over and the bombs dropped..caught me by surprise for sure. Pretty cool seeing bombs in Cherno at night time. Lit the place up.

But yeah, not sure I went wrong, I'll double check it tomorrow.
Post your files to pastebin! I will have a look :)
 
Post your files to pastebin! I will have a look :)

Thanks for the help. I think I did this pastebin right. I do have Sarge Ai installed fyi. LEt me know if I missed anything...thanks again!

dayz_server.pbo>compile>server_airRaid.sqf
http://pastebin.com/wuyEnKAk

dayz_server.pbo>system>server_monitor.sqf
http://pastebin.com/n0TkUtQM

dayz_server.pbo>init>server_functions.sqf
http://pastebin.com/Aywr6Tfz

dayz_mission.pbo>description.ext
http://pastebin.com/EdVU92yJ

dayz_mission.pbo>sounds>SirenLoopMono.ogg...84k

Should the folder be called 'sounds' or 'sound'...or should it not be put in a folder?
 
Hi,

Thanks for sharing this, it's all working well but I get hardly any bomb sounds on my server, you have to be really close to the explosion to hear them, any ideas why?

Kind regards

Mac
 
SCRIPT ADDITION
OK, thanks to help from @AxeCain we now have a working warning message system!
Simply run's a cuttext warning on each client who has a radio - warning of next location to be bombed.
You'll need to run a new script on each client (put in mission init under if (!isDedicated) and execVM)

http://pastebin.com/0EaJrjSt

In the top of the file is a comment explaining how to add one line of code to server_airraid.

WARNING: NOT FOR NOOBS - working great, needs more heavy testing on a fully populated server, but is still alpha quality.
 
Hi,

Thanks for sharing this, it's all working well but I get hardly any bomb sounds on my server, you have to be really close to the explosion to hear them, any ideas why?

Kind regards

Mac
Mac, that's quite bizzare, as I can hear them the loudest of all. Or do you mean the whistling sounds as the bomb falls? Just change _sounddist to whatever distance you want (in meters). NOTE: you can also change the volume of each sound individually in the cfgSounds part of description.ext - the DB level is there.
 
Thanks for the help. I think I did this pastebin right. I do have Sarge Ai installed fyi. LEt me know if I missed anything...thanks again!

dayz_server.pbo>compile>server_airRaid.sqf
http://pastebin.com/wuyEnKAk

dayz_server.pbo>system>server_monitor.sqf
http://pastebin.com/n0TkUtQM

dayz_server.pbo>init>server_functions.sqf
http://pastebin.com/Aywr6Tfz

dayz_mission.pbo>description.ext
http://pastebin.com/EdVU92yJ

dayz_mission.pbo>sounds>SirenLoopMono.ogg...84k

Should the folder be called 'sounds' or 'sound'...or should it not be put in a folder?
Ok let's give this a shot! Sorry for the delay, I've been working on terrain stuff.

First of all, the folder MUST be called sound --- NOT sounds

And other than that, I think your files look ok. I think you said you were using 'sounds'? This would be the problem. Let me know if this doesn't fix it though!!!
 
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