playSound: Difference between revisions
Jump to navigation
Jump to search
m (Text replace - "</dd>" to "") |
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
||
Line 54: | Line 54: | ||
[[Category:Command_Group:_Sounds|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_Sounds|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 12:22, 2 November 2011
Description
- Description:
- selects Sound from CfgSounds declared in the Description.ext file.
- Groups:
- Uncategorised
Syntax
Alternative Syntax
- Syntax:
- playSound [soundName,forcePlay]
- Parameters:
- soundName: String
- forcePlay: Boolean - true to ignore fadeSound volume settings.
- Return Value:
- Nothing
Examples
- Example 1:
playSound "soundname"
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
Notes
- Posted on August 4, 2006 - 10:57
- hardrock
- Notes from before the conversion: For dialogue involving living units it is better to use say, playSound will play a sound at the location of the player, say will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Scripting Commands ArmA2
- Command Group: Sounds
- Scripting Commands Take On Helicopters