---Eigenes SMS sound für medic's---
Gibt es einen script das die Medic's ein eigenes SMS sound haben ???
wenn ja wie geht er?
Freue mich über eine antwort
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Gibt es einen script das die Medic's ein eigenes SMS sound haben ???
wenn ja wie geht er?
Freue mich über eine antwort
description.ext öffnen
class CfgNotifications {
class MedicalRequestEmerg {
title = "$STR_MedicalRequestEmerg_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
};
Suchen und dort folgendes hinzufügen playSound "soundname"
So funktioniert es jedenfalls bei mir
ah danke und dort wo soundname steht kann zb melder.mp3 oder ogg rein
ah danke und dort wo soundname steht kann zb melder.mp3 oder ogg rein
Jap genau
Jap genau
Ahh ok danke
nein...
Sound muss in der CfgSounds definiert werden
Ach Stimmt ja danke habe das übersehen das ich es bei mir wie folgt gemacht habe
achso ja gut Danke
Aber ich habe es jetzt eingefügt aber jetzt steht hier einrichten des Clients bitte warten. ???
Hier
class CfgMusic
{
track[]={};
class gameIntro{
name = "";
sound[] = {"\music\gameIntro.ogg", db+10, 1.0};
};
};
class CfgDebriefing {
class NotWhitelisted {
title = "$STR_NotWhitelisted_Title";
subtitle = "$STR_NotWhitelisted_SubTitle";
description = "$STR_NotWhitelisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Blacklisted {
title = "$STR_Blacklisted_Title";
subtitle = "$STR_Blacklisted_SubTitle";
description = "$STR_Blacklisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class SpyGlass {
title = "$STR_SpyDetect_Title";
subTitle = "$STR_SpyDetect_SubTitle";
description = "$STR_SpyDetect_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Piepser {
name = "Melder";
sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1};
titles[] = {};
};
};
class CfgNotifications {
class MedicalRequestEmerg {
title = "$STR_MedicalRequestEmerg_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
playSound "soundname"
};
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Aber das ist erst gekommen wo ich dein code eingefügt habe ???
Also mit allen drum und dran sieht es so aus
disableChannels[] = {{0,true,true},{1,true,true},{2,true,true}}; // Disabled text and voice for global, side, and command channels. Syntax: disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>}};
overviewText = "$STR_MISC_overviewText"; // Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.
#include "config\Config_SpyGlass.hpp"
#include "CfgRemoteExec.hpp"
#include "dialog\MasterHandler.hpp"
#include "config\Config_Master.hpp"
#include "maverick\maverick_master.cpp"
#include "infiSTAR_AdminMenu.hpp"
class CfgServer {
DatabaseName = "altislife"; //Config name that'll be grep in the extdb-conf.ini. Default: [altislife]
DebugMode = 0; //Enable many server/hc debugging logs. Default: 0 (1 = Enabled / 0 = Disabled)
HeadlessSupport = 0; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)
/*
Enabled: When HeadlessSupport is set to 1 (enabled), the server will run without fault when no Headless Client is connected. However, it will support the Headless Client if you choose to connect one.
Disabled: If HeadlessSupport is set to 0 (disabled), the connection of a Headless Client will make no difference. This option will increase server performance a TINY but negligible amount.
*/
};
class RscTitles {
#include "dialog\progress.hpp"
#include "dialog\hud_nameTags.hpp"
#include "dialog\hud_stats.hpp"
};
class CfgFunctions {
#include "Functions.hpp"
#include "maverick\maverick_functions_master.cpp"
#include "maverick\maverick_titles_master.cpp"
};
class CfgSounds {
sounds[] = {};
class sirenLong {
name = "sirenLong";
sound[] = {"\sounds\sirenLong.ogg", 1.0, 1};
titles[] = {};
};
class speech {
name = "speech";
sound[] = {"\sounds\siren2.ogg", 5.0, 1};
titles[] = {};
};
class medicSiren {
name = "medicSiren";
sound[] = {"\sounds\medicSiren.ogg", 1.0, 1};
titles[] = {};
};
class speech {
name = "speech";
sound[] = {"\sounds\achtungpolizeifahrzeug.ogg", 1.0, 1};
titles[] = {};
};
class speech2 {
name = "speech2";
sound[] = {"\sounds\SirenYelp.ogg", 1.0, 1};
titles[] = {};
};
class tazerSound {
name = "tazerSound";
sound[] = {"\sounds\tazer.ogg", 0.5, 1};
titles[] = {};
};
class flashbang {
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 1.0, 1};
titles[] = {};
};
class mining {
name = "mining";
sound[] = {"\sounds\mining.ogg", 1.0, 1};
titles[] = {};
};
class harvest {
name = "harvest";
sound[] = {"\sounds\harvest.ogg", 1.0, 1};
titles[] = {};
};
class lockCarSound {
name = "lockCarSound";
sound[] = {"\sounds\carLock.ogg", 1.0, 1};
titles[] = {};
};
class unlockCarSound {
name = "unlockCarSound";
sound[] = {"\sounds\carUnlock.ogg", 0.75, 1};
titles[] = {};
};
sounds[] = {};
class warningsiren
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "Warning_Siren";
// filename, volume, pitch, distance (optional)
sound[] = { "sounds\AirRaidSiren.ogg", 3, 1, 350 };
// subtitle delay in seconds, subtitle text
titles[] = {};
};
};
class CfgMusic
{
track[]={};
class gameIntro{
name = "";
sound[] = {"\music\gameIntro.ogg", db+10, 1.0};
};
};
class CfgDebriefing {
class NotWhitelisted {
title = "$STR_NotWhitelisted_Title";
subtitle = "$STR_NotWhitelisted_SubTitle";
description = "$STR_NotWhitelisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Blacklisted {
title = "$STR_Blacklisted_Title";
subtitle = "$STR_Blacklisted_SubTitle";
description = "$STR_Blacklisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class SpyGlass {
title = "$STR_SpyDetect_Title";
subTitle = "$STR_SpyDetect_SubTitle";
description = "$STR_SpyDetect_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Piepser {
name = "Melder";
sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1};
titles[] = {};
};
};
class CfgNotifications {
class MedicalRequestEmerg {
title = "$STR_MedicalRequestEmerg_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
playSound "soundname"
};
class DeliveryAssigned {
title = "$STR_DeliveryAssigned_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};
class DeliveryFailed {
title = "$STR_DeliveryFailed_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};
class DeliverySucceeded {
title = "$STR_DeliverySucceeded_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};
class TextMessage {
title = "$STR_TextMessage_Title";
iconPicture = "icons\ico_messageNew.paa";
description = "%1";
duration = 10;
priority = 6;
};
class PoliceDispatch {
title = "$STR_PoliceDispatch_Title";
iconPicture = "icons\ico_messagePolice.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminDispatch {
title = "$STR_AdminDispatch_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminMessage {
title = "$STR_AdminMessage_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 5;
};
class PolizeiRundfunk {
title = "Polizei Rundfunk";
iconPicture = "icons\messagepolice.paa"; //Icon kann geändert werden, kein Icon = leere ""
description = "%1";
duration = 10;
priority = 5;
};
class AdacMessage {
title = "Notruf";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 5;
};
};
Alles anzeigen
Habe den Fehler gefunden war nicht bei cfg_sounnds drinne ;D
Ich habe es jezt hinbekommen aber bekomme keinen sound wenn einer request bei sms usw woran liegt es ??
disableChannels[] = {{0,true,true},{1,true,true},{2,true,true}}; // Disabled text and voice for global, side, and command channels. Syntax: disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>}};
overviewText = "$STR_MISC_overviewText"; // Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play.
#include "config\Config_SpyGlass.hpp"
#include "CfgRemoteExec.hpp"
#include "dialog\MasterHandler.hpp"
#include "config\Config_Master.hpp"
#include "maverick\maverick_master.cpp"
#include "infiSTAR_AdminMenu.hpp"
class CfgServer {
DatabaseName = "altislife"; //Config name that'll be grep in the extdb-conf.ini. Default: [altislife]
DebugMode = 0; //Enable many server/hc debugging logs. Default: 0 (1 = Enabled / 0 = Disabled)
HeadlessSupport = 0; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)
/*
Enabled: When HeadlessSupport is set to 1 (enabled), the server will run without fault when no Headless Client is connected. However, it will support the Headless Client if you choose to connect one.
Disabled: If HeadlessSupport is set to 0 (disabled), the connection of a Headless Client will make no difference. This option will increase server performance a TINY but negligible amount.
*/
};
class RscTitles {
#include "dialog\progress.hpp"
#include "dialog\hud_nameTags.hpp"
#include "dialog\hud_stats.hpp"
};
class CfgFunctions {
#include "Functions.hpp"
#include "maverick\maverick_functions_master.cpp"
#include "maverick\maverick_titles_master.cpp"
};
class CfgSounds {
sounds[] = {};
class sirenLong {
name = "sirenLong";
sound[] = {"\sounds\sirenLong.ogg", 1.0, 1};
titles[] = {};
};
class speech {
name = "speech";
sound[] = {"\sounds\siren2.ogg", 5.0, 1};
titles[] = {};
};
class medicSiren {
name = "medicSiren";
sound[] = {"\sounds\medicSiren.ogg", 1.0, 1};
titles[] = {};
};
class speech2 {
name = "speech2";
sound[] = {"\sounds\SirenYelp.ogg", 1.0, 1};
titles[] = {};
};
class tazerSound {
name = "tazerSound";
sound[] = {"\sounds\tazer.ogg", 0.5, 1};
titles[] = {};
};
class flashbang {
name = "flashbang";
sound[] = {"\sounds\flashbang.ogg", 1.0, 1};
titles[] = {};
};
class mining {
name = "mining";
sound[] = {"\sounds\mining.ogg", 1.0, 1};
titles[] = {};
};
class harvest {
name = "harvest";
sound[] = {"\sounds\harvest.ogg", 1.0, 1};
titles[] = {};
};
class lockCarSound {
name = "lockCarSound";
sound[] = {"\sounds\carLock.ogg", 1.0, 1};
titles[] = {};
};
class unlockCarSound {
name = "unlockCarSound";
sound[] = {"\sounds\carUnlock.ogg", 0.75, 1};
titles[] = {};
};
class warningsiren
{
// how the sound is referred to in the editor (e.g. trigger effects)
name = "Warning_Siren";
// filename, volume, pitch, distance (optional)
sound[] = { "sounds\AirRaidSiren.ogg", 3, 1, 350 };
// subtitle delay in seconds, subtitle text
titles[] = {};
};
class Piepser {
name = "Melder";
sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1};
titles[] = {};
};
};
class CfgMusic
{
track[]={};
class gameIntro{
name = "";
sound[] = {"\music\gameIntro.ogg", db+10, 1.0};
};
};
class CfgDebriefing {
class NotWhitelisted {
title = "$STR_NotWhitelisted_Title";
subtitle = "$STR_NotWhitelisted_SubTitle";
description = "$STR_NotWhitelisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class Blacklisted {
title = "$STR_Blacklisted_Title";
subtitle = "$STR_Blacklisted_SubTitle";
description = "$STR_Blacklisted_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
class SpyGlass {
title = "$STR_SpyDetect_Title";
subTitle = "$STR_SpyDetect_SubTitle";
description = "$STR_SpyDetect_Descript";
pictureBackground = "";
picture = "";
pictureColor[] = {0,0.3,0.6,1};
};
};
class CfgNotifications {
class MedicalRequestEmerg {
title = "$STR_MedicalRequestEmerg_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 5;
priority = 7;
playSound = "Melder";
};
class DeliveryAssigned {
title = "$STR_DeliveryAssigned_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa";
description = "%1";
duration = 10;
priority = 7;
};
class DeliveryFailed {
title = "$STR_DeliveryFailed_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa";
description = "%1";
duration = 7;
priority = 7;
};
class DeliverySucceeded {
title = "$STR_DeliverySucceeded_Title";
iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa";
description = "%1";
duration = 6;
priority = 6;
};
class TextMessage {
title = "$STR_TextMessage_Title";
iconPicture = "icons\ico_messageNew.paa";
description = "%1";
duration = 10;
priority = 6;
};
class PoliceDispatch {
title = "$STR_PoliceDispatch_Title";
iconPicture = "icons\ico_messagePolice.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminDispatch {
title = "$STR_AdminDispatch_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 6;
};
class AdminMessage {
title = "$STR_AdminMessage_Title";
iconPicture = "icons\ico_messageAdmin.paa";
description = "%1";
duration = 10;
priority = 5;
};
class PolizeiRundfunk {
title = "Polizei Rundfunk";
iconPicture = "icons\messagepolice.paa"; //Icon kann geändert werden, kein Icon = leere ""
description = "%1";
duration = 10;
priority = 5;
};
class AdacMessage {
title = "Notruf";
iconPicture = "icons\messagenew.paa";
description = "%1";
duration = 10;
priority = 5;
};
};
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Ich habe es jezt hinbekommen aber bekomme keinen sound wenn einer request bei sms usw woran liegt es ??
C Alles anzeigendisableChannels[] = {{0,true,true},{1,true,true},{2,true,true}}; // Disabled text and voice for global, side, and command channels. Syntax: disableChannels[] = {{channelID<number>, disableChat<bool>, disableVoice<bool>}}; overviewText = "$STR_MISC_overviewText"; // Text to be displayed below the overviewPicture on the mission selection screen when the mission is available to play. #include "config\Config_SpyGlass.hpp" #include "CfgRemoteExec.hpp" #include "dialog\MasterHandler.hpp" #include "config\Config_Master.hpp" #include "maverick\maverick_master.cpp" #include "infiSTAR_AdminMenu.hpp" class CfgServer { DatabaseName = "altislife"; //Config name that'll be grep in the extdb-conf.ini. Default: [altislife] DebugMode = 0; //Enable many server/hc debugging logs. Default: 0 (1 = Enabled / 0 = Disabled) HeadlessSupport = 0; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled) /* Enabled: When HeadlessSupport is set to 1 (enabled), the server will run without fault when no Headless Client is connected. However, it will support the Headless Client if you choose to connect one. Disabled: If HeadlessSupport is set to 0 (disabled), the connection of a Headless Client will make no difference. This option will increase server performance a TINY but negligible amount. */ }; class RscTitles { #include "dialog\progress.hpp" #include "dialog\hud_nameTags.hpp" #include "dialog\hud_stats.hpp" }; class CfgFunctions { #include "Functions.hpp" #include "maverick\maverick_functions_master.cpp" #include "maverick\maverick_titles_master.cpp" }; class CfgSounds { sounds[] = {}; class sirenLong { name = "sirenLong"; sound[] = {"\sounds\sirenLong.ogg", 1.0, 1}; titles[] = {}; }; class speech { name = "speech"; sound[] = {"\sounds\siren2.ogg", 5.0, 1}; titles[] = {}; }; class medicSiren { name = "medicSiren"; sound[] = {"\sounds\medicSiren.ogg", 1.0, 1}; titles[] = {}; }; class speech2 { name = "speech2"; sound[] = {"\sounds\SirenYelp.ogg", 1.0, 1}; titles[] = {}; }; class tazerSound { name = "tazerSound"; sound[] = {"\sounds\tazer.ogg", 0.5, 1}; titles[] = {}; }; class flashbang { name = "flashbang"; sound[] = {"\sounds\flashbang.ogg", 1.0, 1}; titles[] = {}; }; class mining { name = "mining"; sound[] = {"\sounds\mining.ogg", 1.0, 1}; titles[] = {}; }; class harvest { name = "harvest"; sound[] = {"\sounds\harvest.ogg", 1.0, 1}; titles[] = {}; }; class lockCarSound { name = "lockCarSound"; sound[] = {"\sounds\carLock.ogg", 1.0, 1}; titles[] = {}; }; class unlockCarSound { name = "unlockCarSound"; sound[] = {"\sounds\carUnlock.ogg", 0.75, 1}; titles[] = {}; }; class warningsiren { // how the sound is referred to in the editor (e.g. trigger effects) name = "Warning_Siren"; // filename, volume, pitch, distance (optional) sound[] = { "sounds\AirRaidSiren.ogg", 3, 1, 350 }; // subtitle delay in seconds, subtitle text titles[] = {}; }; class Piepser { name = "Melder"; sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1}; titles[] = {}; }; }; class CfgMusic { track[]={}; class gameIntro{ name = ""; sound[] = {"\music\gameIntro.ogg", db+10, 1.0}; }; }; class CfgDebriefing { class NotWhitelisted { title = "$STR_NotWhitelisted_Title"; subtitle = "$STR_NotWhitelisted_SubTitle"; description = "$STR_NotWhitelisted_Descript"; pictureBackground = ""; picture = ""; pictureColor[] = {0,0.3,0.6,1}; }; class Blacklisted { title = "$STR_Blacklisted_Title"; subtitle = "$STR_Blacklisted_SubTitle"; description = "$STR_Blacklisted_Descript"; pictureBackground = ""; picture = ""; pictureColor[] = {0,0.3,0.6,1}; }; class SpyGlass { title = "$STR_SpyDetect_Title"; subTitle = "$STR_SpyDetect_SubTitle"; description = "$STR_SpyDetect_Descript"; pictureBackground = ""; picture = ""; pictureColor[] = {0,0.3,0.6,1}; }; }; class CfgNotifications { class MedicalRequestEmerg { title = "$STR_MedicalRequestEmerg_Title"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; duration = 5; priority = 7; playSound = "Melder"; }; class DeliveryAssigned { title = "$STR_DeliveryAssigned_Title"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcon_ca.paa"; description = "%1"; duration = 10; priority = 7; }; class DeliveryFailed { title = "$STR_DeliveryFailed_Title"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskiconfailed_ca.paa"; description = "%1"; duration = 7; priority = 7; }; class DeliverySucceeded { title = "$STR_DeliverySucceeded_Title"; iconPicture = "\A3\ui_f\data\map\mapcontrol\taskIcondone_ca.paa"; description = "%1"; duration = 6; priority = 6; }; class TextMessage { title = "$STR_TextMessage_Title"; iconPicture = "icons\ico_messageNew.paa"; description = "%1"; duration = 10; priority = 6; }; class PoliceDispatch { title = "$STR_PoliceDispatch_Title"; iconPicture = "icons\ico_messagePolice.paa"; description = "%1"; duration = 10; priority = 6; }; class AdminDispatch { title = "$STR_AdminDispatch_Title"; iconPicture = "icons\ico_messageAdmin.paa"; description = "%1"; duration = 10; priority = 6; }; class AdminMessage { title = "$STR_AdminMessage_Title"; iconPicture = "icons\ico_messageAdmin.paa"; description = "%1"; duration = 10; priority = 5; }; class PolizeiRundfunk { title = "Polizei Rundfunk"; iconPicture = "icons\messagepolice.paa"; //Icon kann geändert werden, kein Icon = leere "" description = "%1"; duration = 10; priority = 5; }; class AdacMessage { title = "Notruf"; iconPicture = "icons\messagenew.paa"; description = "%1"; duration = 10; priority = 5; }; };
Stimmt der Pfad auch? 2. hänge mal den RTP log an
Stimmt der Pfad auch? 2. hänge mal den RTP log an
der pfad stimmt so wie es da auch steht mit sounds usw
der pfad stimmt so wie es da auch steht mit sounds usw
Logs bitte anhängen
Logs bitte anhängen
welche
Sorry wenn ich frage wegen welche bin noch nicht so ein arma 3 profi
Kommt jetzt gar kein Sound mehr? Wenn ich das richtig sehe müsste immer noch der Standartsound kommen, denn du hast eine neue class dafür angelegt. Entweder definierst du deinen Sound in der description direkt in der class MedicalRequestEmerg oder du gehst in die fn_medicRequest.sqf und änderst dort den Aufruf zu deinem Pieper Sound.
ich bekomme war auf einrichten des clienten bitte warten... woran liegt das habe nur ne neue Class und in dem Case Medic Request so wie oben eingefügt
Reiner Zufall noch mal auf Deutsch bitte Und Logs wären supi.