enableEnvironment: Difference between revisions
Jump to navigation
Jump to search
m (template:command argument fix) |
m (template:command argument fix) |
||
Line 3: | Line 3: | ||
| arma |= Game name | | arma |= Game name | ||
|eff= local|= | |eff= local|Multiplayer Effects= | ||
|1.00|= Game version | |1.00|= Game version |
Revision as of 11:08, 5 August 2019
Description
- Description:
- Enable/disable environmental effects: ambient life and/or ambient sound.
- Groups:
- Uncategorised
Syntax
Alternative Syntax
- Syntax:
- enableEnvironment [ambientLife, ambientSound] (Since Arma 3 v1.67)
- Parameters:
- [ambientLife, ambientSound]: Array
- ambientLife: Boolean
- ambientSound: Boolean
- Return Value:
- Nothing
Examples
- Example 1:
enableEnvironment false;
- Example 2:
enableEnvironment [false, true];
Additional Information
- See also:
- environmentEnabledinitAmbientLifesideAmbientLifegetAllEnvSoundControllersgetEnvSoundControllersetSoundEffect
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
Notes
- Posted on 28 October, 2013
- Killzone_Kid
-
This command has to be executed after mission start to have an effect. So if you add this command in init.sqf make sure you wait until mission is running:
//init.sqf waitUntil {time > 0}; enableEnvironment false;
Bottom Section
- Posted on October 23, 2017 - 16:54 (UTC)
- Demellion
- NOTE: Disabling ambient life will remove generation of anything that is coming from AmbientA3 map class (see Ambient System). That means removing not only bees and cicadas around a player, but rabbits, snakes, seagulls and all the fish in the sea.