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Thread: Ambient Radio Chatter

  1. #1

    Ambient Radio Chatter


    Ambient Radio Chatter v1.2
    by
    Clarkey


    Description:
    A script that adds ambient radio chatter to ArmA 3 vehicles.


    Features:
    - Adds to the "battlefield ambiance" of A3.
    - Easy customization
    - Only uses tracks from the A3 Alpha so no addons are required.


    Installation:
    1. Copy the file "radio.sqf" to your missions folder.
    2. Create a trigger set to "repeatedly" with:
    - Condition:
    Code:
    vehicle player != player;
    - On Activation:
    Code:
    nul = [this] execVM "radio.sqf";
    3. Place any vehicle on the map.
    4. Enjoy!

    Customization:

    Time Interval
    To change the time open the radio.sqf and change the number "300":
    Code:
    sleep random 300;
    And the number "300":
    Code:
    [["RadioAmbient2, "3", "etc."], 300];
    They represent time in seconds and can be changed to anything you want as long as they are the same in each field. You can also remove "random" if you want regular intervals but I find having it set to random adds to authenticity.

    Volume
    To change the volume open the radio.sqf and change the number "0.2" at the end of this line:
    Code:
    (0 fadeMusic 0.2);
    You can use any value between 0 and 1. The default BIS music volume is 0.5.

    Included files:
    radio.sqf


    Usage:
    Just credit me if you use it. You don't have to ask permission.

    Change log:

    v1.2
    - [ADDED] Volume setting (see customization)
    - [CHANGED] Default volume set to 0.2 (sounds less intrusive now)
    - [FIXED] Script now terminates when player exits vehicle.

    v1.1
    - [ADDED] Sample Mission
    - [CHANGED] Default timer now set to 300

    Known Issues:
    Even though the script now stops correctly on exiting a vehicle the loop itself will continue and you will probably still hear the effect once more within 5 minutes (or whatever you may have set the timer to) of exiting.

    Notes:
    I'm extremely new to scripting so feedback is welcome.


    Credits & Thanks:
    Thanks to BIS for the ArmA series of course, and thanks to the community for having an answer to everything ArmA related.

    Link:
    Armaholic
    MultiUpload
    Last edited by Clarkey1; Mar 14 2013 at 13:23.

  2. #2

  3. #3
    Only uses tracks from the A3 Alpha
    What are those tracks reffer to? Audiable radio?

  4. #4
    Quote Originally Posted by lee1hy View Post
    Only me not working?
    Not sure, are the sounds playing at all? Did you make sure the trigger condition and on activation have the correct code? I was just running it ok.

    Quote Originally Posted by ffur2007slx2_5 View Post
    What are those tracks reffer to? Audiable radio?
    Yeah, the vanilla "RadioAmbient" tracks.

  5. #5
    Retired Moderator Foxhound's Avatar
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  6. #6
    That's a good idea by using BIS_fnc_music.

  7. #7
    Can you upload sample mission please?

  8. #8
    Quote Originally Posted by Foxhound View Post
    Release frontpaged on the Armaholic homepage.
    Thanks Foxhound

    Quote Originally Posted by ffur2007slx2_5 View Post
    That's a good idea by using BIS_fnc_music.
    Thanks.

    Quote Originally Posted by lee1hy View Post
    Can you upload sample mission please?
    Yep, just updated the link, sample mission is now included.

  9. #9
    First off, thanks Clarkey. That script works nicely!

    I am completely new to the Arma 3 editor, I was wondering if you could tell me what this line actually means "vehicle player != player;". I assume the first part means playable vehicle and after the equal means when player is in playable vehicle?

    I guess what I'm trying to do is understand the logic in the script line to help myself slowly learn how it all works.

    Sorry to be a pain.

    Many Thanks

    Skip

  10. #10
    Thx Clarkey1 !

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