groupRadio: Difference between revisions
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|descr= Sends the audio message to the group radio channel. The message is defined in CfgRadio in the [[Description.ext|description.ext]] file or config radio protocol. | |descr= Sends the audio message to the group radio channel. The message is defined in CfgRadio in the [[Description.ext|description.ext]] file or config radio protocol. | ||
{{Feature | | {{Feature|important| | ||
{{Feature | | The unit must have an [[assignItem|assigned]] radio item (such as '''''"ItemRadio"''''') to see or transmit the messages. | ||
A radio item must have the property <syntaxhighlight lang="cpp" inline>simulation = "ItemRadio";</syntaxhighlight> in its [[CfgWeapons_Config_Reference#simulation.3D.22Weapon.22|CfgWeapons config]]. | |||
}} | |||
{{Feature|informative|When the transmitting unit gets killed, the transmission is interrupted. However when the receiving unit gets killed, the transmission continues to play.}} | |||
|mp= If you need the transmission to play on all computers, you have to execute it globally (see [[remoteExec]]). | |mp= If you need the transmission to play on all computers, you have to execute it globally (see [[remoteExec]]). | ||
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|s1= unit [[groupRadio]] radioName | |s1= unit [[groupRadio]] radioName | ||
|p1= unit: [[Object]] - | |p1= unit: [[Object]] - unit to transmit | ||
|p2= radioName: [[String]] - | |p2= radioName: [[String]] - class name from {{hl|CfgRadio}} | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>_soldierOne groupRadio "messageOne";</sqf> | ||
|x2= < | |x2= <sqf>player groupRadio (configName selectRandom ("true" configClasses (configFile >> "CfgRadio")));</sqf> | ||
|seealso= [[sideRadio]] [[groupChat]] [[customRadio]] [[vehicleRadio]] [[globalRadio]] [[directSay]] | |seealso= [[sideRadio]] [[groupChat]] [[customRadio]] [[vehicleRadio]] [[globalRadio]] [[directSay]] [[commandRadio]] | ||
}} | }} | ||
{{Note | |||
|user= Killzone_Kid | |||
|timestamp= 20161203213400 | |||
|text= To transmit user custom sounds (see [[Multiplayer Custom Sounds Tutorial]]), prefix the full filename including file extension with {{hl|#}}. | |||
For example if there is a custom user sound file called {{hl|MySound.ogg}}, to play it on the radio use: | |||
<sqf>player groupRadio "#MySound.ogg";</sqf> | |||
To transmit user custom sounds (see [[Multiplayer Custom Sounds Tutorial]]), prefix the full filename including file extension with #. For example if there is a custom user sound file called {{hl|MySound.ogg}}, to play it on the radio use: | }} | ||
< | |||
Latest revision as of 23:08, 24 April 2024
Description
- Description:
- Sends the audio message to the group radio channel. The message is defined in CfgRadio in the description.ext file or config radio protocol.
- Multiplayer:
- If you need the transmission to play on all computers, you have to execute it globally (see remoteExec).
- Groups:
- Radio and ChatSounds
Syntax
- Syntax:
- unit groupRadio radioName
- Parameters:
- unit: Object - unit to transmit
- radioName: String - class name from CfgRadio
- Return Value:
- Nothing
Examples
- Example 1:
- _soldierOne groupRadio "messageOne";
- Example 2:
Additional Information
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Dec 03, 2016 - 21:34 (UTC)
-
To transmit user custom sounds (see Multiplayer Custom Sounds Tutorial), prefix the full filename including file extension with #.
For example if there is a custom user sound file called MySound.ogg, to play it on the radio use:
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Radio and Chat
- Command Group: Sounds
- Scripting Commands: Local Effect