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    Eigenes SMS sound für medic's

    • gruescho I TikroMilan
    • 7. März 2019 um 19:36
    • Erledigt
    • gruescho I TikroMilan
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      • 7. März 2019 um 19:36
      • #1

      ---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

      LakesideLife - Projektleiter

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      • 7. März 2019 um 20:16
      • #2

      description.ext öffnen

      Code
      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

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      • 7. März 2019 um 21:01
      • #3

      ah danke und dort wo soundname steht kann zb melder.mp3 oder ogg rein

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      • 7. März 2019 um 21:06
      • #4
      Zitat von gruescho

      ah danke und dort wo soundname steht kann zb melder.mp3 oder ogg rein

      Jap genau

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    • gruescho I TikroMilan
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      • 8. März 2019 um 05:38
      • #5
      Zitat von TW_Sebastian

      Jap genau

      Ahh ok danke

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      • 8. März 2019 um 09:18
      • #6
      Zitat von TW_Sebastian

      Jap genau

      nein...

      Sound muss in der CfgSounds definiert werden

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      • 8. März 2019 um 12:48
      • #7
      Zitat von blackfisch

      nein...

      Sound muss in der CfgSounds definiert werden

      Ach Stimmt ja danke habe das übersehen das ich es bei mir wie folgt gemacht habe

      Code
      class Piepser {
              name = "Melder";
              sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1};
              titles[] = {};
          };

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      • 8. März 2019 um 13:43
      • #8

      achso ja gut Danke :D

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      • 8. März 2019 um 14:34
      • #9
      Zitat von TW_Sebastian

      Ach Stimmt ja danke habe das übersehen das ich es bei mir wie folgt gemacht habe

      Code
      class Piepser {
              name = "Melder";
              sound[] = {"\sounds\medic_Melder.ogg", 1.0, 1};
              titles[] = {};
          };

      Aber ich habe es jetzt eingefügt aber jetzt steht hier einrichten des Clients bitte warten. ???

      Hier

      Code
      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"
          };
      Alles anzeigen

      Aber das ist erst gekommen wo ich dein code eingefügt habe ???

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      • 8. März 2019 um 14:35
      • #10

      Also mit allen drum und dran sieht es so aus

      C
      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

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      • 8. März 2019 um 14:39
      • #11

      Habe den Fehler gefunden war nicht bei cfg_sounnds drinne ;D

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      • 8. März 2019 um 15:47
      • #12

      Ich habe es jezt hinbekommen aber bekomme keinen sound wenn einer request bei sms usw woran liegt es ??

      C
      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;
          };
      };
      Alles anzeigen

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      • 8. März 2019 um 16:03
      • #13
      Zitat von gruescho

      Ich habe es jezt hinbekommen aber bekomme keinen sound wenn einer request bei sms usw woran liegt es ??

      C
      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;
          };
      };
      Alles anzeigen

      Stimmt der Pfad auch? 2. hänge mal den RTP log an

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    • gruescho I TikroMilan
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      • 8. März 2019 um 16:42
      • #14
      Zitat von TW_Sebastian

      Stimmt der Pfad auch? 2. hänge mal den RTP log an

      der pfad stimmt so wie es da auch steht mit sounds usw

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      • 8. März 2019 um 17:10
      • #15
      Zitat von gruescho

      der pfad stimmt so wie es da auch steht mit sounds usw

      Logs bitte anhängen

      _____________________________________________________

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      • 8. März 2019 um 17:20
      • #16
      Zitat von TW_Sebastian

      Logs bitte anhängen

      welche

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      • 8. März 2019 um 17:20
      • #17

      Sorry wenn ich frage wegen welche bin noch nicht so ein arma 3 profi

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    • Alice Kingsleigh
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      • 8. März 2019 um 17:23
      • #18

      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.

    • Reiner Zufall
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      • 8. März 2019 um 17:58
      • #19

      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

    • Alice Kingsleigh
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      • 8. März 2019 um 17:59
      • #20

      Reiner Zufall noch mal auf Deutsch bitte :D Und Logs wären supi.

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