When a pilot in a jet local to your machine ejects, you will hear the audio as if you are ejecting yourself.
Description
Description
Details
Details
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- General
Steps To Reproduce
Spawn jet in editor, force the pilot to eject anywhere, you will hear the FX
Additional Information
Detailed info:
This audio should only play near the plane, not for players who are a long distance away.
/* BIS_fnc_PlaneEjectionFX Author: Bravo Zero One development - John_Spartan Description: - This function is designed as part of set of functions to implement semi-authenthic ejection system on fixed wing aircrfat that have such functionality enabled/configured. - Function created to add FX (sound/particles) for ejection feature. Exucution: - Call from within the main ejection fnc (on demand). Example: [_plane, _ejectionSeat] spawn BIS_fnc_planeEjectionFX; Requirments: - Compatible ejector seat must have a hide animation for rocket motor flash and position for FX to be attached. (TO DO PARAMETARIZE) Inehector seats model.cfg class Animations { class Rocket_Flash_hide { type = "hide"; source = "user"; selection = "rocket_flash"; sourceAddress = "mirror"; minValue = -1.5; maxValue = 0; hideValue = 0.99; }; }; Parameter(s): _this select 0: mode (Scalar) 0: plane/object 1: ejector seat/object Returns: nothing Result: Set of particle FX and sound FX will be aplied to ejection feature. */ private _plane = param [0,objNull]; if (isNull _plane) exitWith {}; private _ejectionSeat = param [1,objNull]; if (isNull _ejectionSeat) exitWith {}; private _configPath = configFile >> "CfgVehicles" >> (typeOf _plane) >> "EjectionSystem"; private _ejectionSoundInt = getText (_configPath >>"EjectionSoundInt"); private _ejectionSoundExt = getText (_configPath >>"EjectionSoundExt"); _ejectionSeat say _ejectionSoundInt; //----------------------------------------------------------------------------------------- problem line _ejectionSeat say3D _ejectionSoundExt; //----------------------------------------------------------------------------------------- problem line _ejectionSeat animate ["Rocket_Flash_hide",1]; private _planePos = getPos _plane; private _ejectionSeatPos = getPos _ejectionSeat; private _fxLightSource = "#lightpoint" createVehicleLocal _ejectionSeatPos; _fxLightSource setLightBrightness 0.3; _fxLightSource setLightAmbient[0.8, 0.6, 0.2]; _fxLightSource setLightColor[1, 0.5, 0.2]; _fxLightSource lightAttachObject [_ejectionSeat, [0,0,0]]; private _fxSmokeTrailSource = "#particlesource" createVehicleLocal _ejectionSeatPos; _fxSmokeTrailSource setParticleClass "FX_EjectorSeatSmoke"; _fxSmokeTrailSource attachto [_ejectionSeat,[0,0,0],"FX_pos"]; private _fxSmokeSource1 = "#particlesource" createVehicleLocal _planePos; _fxSmokeSource1 setParticleClass "FX_EjectorSeatSmoke"; _fxSmokeSource1 attachto [_plane,[0,0,0],"actionarea"]; sleep 0.05; deleteVehicle _fxLightSource; deleteVehicle _fxSmokeSource1; sleep 0.2; _ejectionSeat animate ["Rocket_Flash_hide",0]; sleep 0.3; deleteVehicle _fxSmokeTrailSource;