BIS fnc sceneCreateSoundEntities: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - " * {{Wiki|placeholder}}" to " * </pre> {{Wiki|placeholder}}") |
Lou Montana (talk | contribs) m (Text replacement - "<code>(\[[a-zA-Z0-9_, ]*\] )?(call|spawn) \[\[(BI[NS]\_fnc\_[a-zA-Z0-9_]+)\]\];?<\/code>" to "<sqf>$1$2 $3;</sqf>") |
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Latest revision as of 13:09, 5 May 2022
Description
- Description:
/******************************************************************************* * version: 1.0 * name: create sound entities * description: creates sound entities(logic objects) and attaches to * an objects passed as parameter * After scene end it will detach and delete all created * sound entities (if scene was executed from scenes * controller. * * paramater: objects - ARRAY of OBJECTS in format without "BIS_" * prefix. For example, if you have BIS_Cooper in mission * than parameter will be [Cooper]. Then you can use * created sound entities as BIS_ZvukCooper say "something" * * return value: nothing *
- Execution:
- call
- Groups:
- Scenes
Syntax
- Syntax:
- Syntax needed
- Return Value:
- Return value needed
Examples
- Examples:
- Example needed
Additional Information
- See also:
- See also needed
Notes
-
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