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Random Sound Generator
taggerung edited this page 2026-06-11 12:25:07 +00:00

description.ext

class CfgSounds
{
    sounds[] = {};
    class banzaii
    {
        name = "banzaii"; // Name in the editor
        sound[] = {"sounds\banzaii.ogg", 1, 1}; // Path, Volume, Pitch
        titles[] = {0, ""};
    };    
	
	class doyo
    {
        name = "doyo"; // Name in the editor
        sound[] = {"doyo.ogg", 1, 1}; // Path, Volume, Pitch
        titles[] = {0, ""};
    };    
	
	class macho
    {
        name = "macho"; // Name in the editor
        sound[] = {"macho.ogg", 1, 1}; // Path, Volume, Pitch
        titles[] = {0, ""};
    };
};

scrim.sqf

_noot = 0;
_doyo = 1;
_macho = 2;

_unit = _this select 0;

_switch = [_noot,_doyo,_macho] call BIS_fnc_selectRandom;

//hint format ["%1",_switch];

switch (_switch) do {

	case _noot:{
	//hint "noot";
	[_unit, "noot"] remoteExec ["say3D"];
	};
	
	case _doyo:{
	//hint "doyo";
	[_unit, "doyo"] remoteExec ["say3D"];
	};
	
	case _macho:{
	//hint "macho";
	[_unit, "macho"] remoteExec ["say3D"];
	};
};

/* //tigger set to side //repeatable //thin //on activation:

_unita = thisList select 0;
[_unita]execVM "scrim.sqf";