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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";