Page MenuHomeFeedback Tracker

!alive vehicles continues plays siren sound
Feedback, NormalPublic


If the siren is turned on the vehicle, then after destroy vehicle the sound will continue plays.

If "deleteVehicle" that vehicle then the sound will stop

I guess the problem is in BIS_fnc_setCustomSoundController, need to add check if the object is alive or something...

no mods, checked in SP, dev Arma 3



Operating System
Windows 10 x64
Operating System Version
Steps To Reproduce
  1. driver, get in e.g. I_E_Van_02_transport_MP_F
  2. use action menu to turn on the siren
  3. kill that Van (vehicle player setDamage 1)

Event Timeline

TRAGER created this task.Jun 23 2021, 3:03 PM

should be fixed next dev

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Nov 23 2021, 8:29 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
TRAGER added a comment.EditedDec 4 2021, 8:16 AM

I confirm fix in 148579, but found something:

If you turn on the siren while in the driver's seat and then get out of the car, then after the player gets into this car again, there will be played two sirens

If change player's preson of view, then the '2 sirens' will be fixed

  1. get in veh
  2. enable siren
  3. move out
  4. get in veh again
  5. off the sirens
  6. after, move out

Not sure what the first video shows, but second issue is legit

TRAGER added a comment.Dec 3 2022, 8:25 AM

The first video showed how the siren did not turn off on a vehicle that had simulation turned off (by DynSim) when it was damaged by 100%
now I suspect this is normal behavior for this kind of object

I have edited my comment above to just describe the still existing problem (arma 3 2.10)

wow! on dedicated server sirens still won't stop when a vehicle is destroyed


  1. download repro mission
  2. launch arma client and dedi server, start repro mission, respawn
  3. exec [cursorObject,'CustomSoundController1',1,0.2] remoteExec ['BIS_fnc_setCustomSoundController']; on any Van
  4. next exec cursorObject setDamage 1

result → sound did not stop

  1. deleteVehicle cursorObject will stop the sound

checkd in Dev 150658
all ok on Hosted Server and SP

BIS_fnc_KK changed the task status from Feedback to Assigned.May 28 2023, 12:13 PM

confirmed, the issue appears when vehicle is local to dedicated server

Next dev hopefully

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.May 30 2023, 1:18 PM
BIS_fnc_KK changed the task status from Assigned to Feedback.

Confirm fix, on vehicle destroy siren will stop on dedi server!

  1. The new issue found, for the JIP players the siren on vehcile will be off (they will be able to use UserAction "Siren on") see YT video
  1. Аnd the issue from my old comment is still presents, see
  1. And idk if this bug or i get wrong here, but if destroy vehicle by Van setDamage [1,false] the siren stoped only for 1 player. To repro launch my mission from above, exec [cursorObject,'CustomSoundController1',1,0.2] remoteExec ['BIS_fnc_setCustomSoundController'];. By second player exec cursorObject setDamage [1,false], result → the siren is stop for other player but not for who exec the setDamage code, see YT video
  1. probably won't fix, the rest I would look at
alishakihnh removed a subscriber: alishakihnh.