Update object_speak.sqf

This commit is contained in:
A Man
2022-04-02 11:12:43 +02:00
parent 4bc6b345e3
commit 5a37ed6fec

View File

@@ -60,31 +60,30 @@ if ((round(random _chance) == _chance) or (_chance == 0)) then {
/////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////
// //
// Attach sound source to dummy object so that long duration sfx can be muted if // Attach sound source to helper object so that long duration sfx can be muted if
// action is cancelled. // action is cancelled.
// //
/////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////
local _killSound = (dayz_actionInProgress && (_type in ["bandage","chopwood","cook","gut","minestone","refuel","repair","tentpack"])); local _killSound = (dayz_actionInProgress && (_type in ["bandage","chopwood","cook","gut","minestone","refuel","repair","tentpack"]));
if (_killSound) then { if (_killSound) then {
local _dummy = "Sign_sphere10cm_EP1" createVehicleLocal [0,0,0]; local _helper = "Helper_1_DZE" createVehicle [0,0,0]; // invisible helper
_dummy hideObject true; _helper setPosATL (getPosATL _unit); // move to player
_dummy setPosATL (getPosATL _unit);
if (_type == "bandage") then {_dummy attachTo [_unit, [0,0,0]];}; if (_type == "bandage") then {
_helper attachTo [_unit, [0,0,0]]; // medical actions will be heard as player moves
};
_unit = _helper; // sound source is now the helper object
_unit = _dummy; _helper spawn {
_dummy spawn {
r_interrupt = false; r_interrupt = false;
while {dayz_actionInProgress && !r_interrupt} do { while {dayz_actionInProgress && !r_interrupt} do {
sleep 0.1; uisleep 0.1;
}; };
if (r_interrupt) then { if (r_interrupt) then { // if player cancels the action
1.5 fadeSpeech 0; // fade out 1.5 fadeSpeech 0; // fade out
sleep 1.5; // wait uisleep 1.5; // wait
}; };
deleteVehicle _this; // kill sound deleteVehicle _this; // kill sound
0 fadeSpeech 1; // restore sound 0 fadeSpeech 1; // restore sound