everyone will need to change the init line from
[0.99, 60] execVM "Scripts\radioChatter.sqf";
to
null = [0.99, 60] execVM "Scripts\radioChatter.sqf";
just realized this needed to be added.
im not really sure what your asking but i assume its about where to put your code for the on/off switch. You must already be using an overwritten fn_selfActions.sqf file. You need to paste the code i posted a few posts back into it where it says. You have to also use the latest update i posted...
so im finding that some of the sounds im experimenting with on epoch may not be pre defined. This makes me think i will have to post a way to define the dayz 1.8 sounds too. Just be aware of that if you try to use them.
yup thats the one. You can remove the check for the radio being on if you want or just add in the switch too so ppl can choose if they wanna have it on.
ok all sounds good but that radioChatter file. If you look back a page or so i updated the code but the initial one, the one your using, was missing a }; from the end of it. I would recommend using the updated version though.
i sure do. A few things first, (1) did u use the radioChatter.sqf that i updated in this support thread? (2) Did you properly define the sounds in your description.ext?(3) Did you make sure all the paths are correct and case correct? and lastly did you insert the init.sqf line correctly? if you...
also you need to change the variables inside radioChatter from
_radioOff = player getVariable ["radioOn",false];
to
_radioOn = player getVariable ["radioOn",true];
and
if (_hasRadio) then {
//Make sure the radio is turned on
if (!_radioOff) then {
to
if (_hasRadio)...
ok this switch is tested and working, remember this goes in your self actions file above the line that says
if (!isNull cursorTarget and !_inVehicle and !_isPZombie and (player distance cursorTarget < _allowedDistance) and _canDo) then { //Has some kind of target
Paste this:
// Toggle...
In ur description.ext you need to put ur class cfgsounds much further up in the file. If you look back i think i posted a description example that shows where to paste it. Also in the radiioChatter.sqf file add }; to the very end if u havent already. Also use 1 instead of 1.00 not sure if that...
ok so i have found some issues with the switch so far and im about to post a switch that actually works :P Let me know if ur new radio chatter is working though.
also i tested the radio switch and this in your self actions file:
// Toggle radio
_radioOff = player getVariable ["radioOn",false];
if ("ItemRadio" in _tools) then {hasRadio = true;} else {hasRadio = false;};
if (hasRadio and !_radioOff) then {
if (toggleRadioOff < 0) then {...
ok i already forgot something lol make the line
_vanillaMsg = ["radio_static","radio_transmission_russian","radio_transmission_wombat"];
look like this
_vanillaMsg = ["radio_static","radio_transmission_russian","radio_transmission_wombat"] call BIS_fnc_selectRandom;
ok so here we go, i have yet to test this but im almost certain it will be fine. I even put all the bracktes and semi colons lol. Anyway this update will use a on/off switch to allow players to avoid messages if they want. It only plays to each client anyway but some ppl like the option. Also i...
in the radiochatter.sqf the line that says while (counter is < 2) then {
change that number to 1 and it will only play once. Ill post the code for the switch soon. Also i have my frequency set to 0.15 and i only hear about 1 message per restart on a 3 hour cycle. Not sure if the 0.05 is too...
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