setNameSound: Difference between revisions

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|x1= <code>unit1 [[setNameSound]] "dixon";</code>
|x1= <code>unit1 setNameSound "dixon";</code>
|x2= <code>unit1 [[setNameSound]] ""; // will reset to default behaviour</code>
|x2= <code>unit1 setNameSound ""; // will reset to default behaviour</code>
|x3= <code>_name = "Masood";
|x3= <code>_name = "Masood";
unit1 [[setNameSound]] _name;
unit1 [[setNameSound]] _name;

Revision as of 11:14, 12 May 2022

Hover & click on the images for description

Description

Description:
Sets the nameSound of a person. By default, when giving orders, the units are addressed by their number. When nameSound is set, it will be used instead to address the unit. For example: "Two, hold fire!", one can have: "Miller, hold fire!".
See CfgIdentities - NameSounds for common values.
Note that any word from configfile >> "RadioProtocolENG" >> "Words" is accepted (e.g "veh_infantry_Sniper_s").
Groups:
Unit Identity

Syntax

Syntax:
person setNameSound name
Parameters:
person: Object
name: String
Return Value:
Nothing

Examples

Example 1:
unit1 setNameSound "dixon";
Example 2:
unit1 setNameSound ""; // will reset to default behaviour
Example 3:
_name = "Masood"; unit1 setNameSound _name; unit1 setName _name;

Additional Information

See also:
nameSound name setName setIdentity

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 December 22, 2013 - 19:08 (UTC)
Lou Montana
setting an incorrect value like "0" or "randomString" will remove the callsign (" /* 2, */ fall back")