Add new sounds for some actions

- Attach and detach weapon attachments has a sounds now.
- Take painkillers and antbiotics has a sounds.
- Apply a bandage has 2 more sounds now.
This commit is contained in:
A Man
2020-05-31 15:02:53 +02:00
parent 76ad726a64
commit a69948d546
16 changed files with 86 additions and 30 deletions

View File

@@ -4,44 +4,48 @@ _unit = _this select 0;
_type = _this select 1;
_chance = _this select 2;
_dis = switch true do {
case (count _this > 4): {_this select 4};
case (_type in ["shout","hit","attack","scream","breath"]): {100};
default {40};
_dis = call {
if (count _this > 4) exitwith {_this select 4};
if (_type in ["shout","hit","attack","scream","breath"]) exitwith {100};
40
};
_local = false;
if (count _this > 3) then { _local = _this select 3; };
if (!_local) then {
if (!_local) then {
// we override _local according to number of players inside _dis radius
_local = { _unit distance _x < _dis; } count playableUnits <= 1;
};
//diag_log(format["%1 dis:%2 local:%3", __FILE__, _dis, _local]);
_num = switch (_type) do {
default {0};
case "cough": {2};
case "chase": {14};
case "spotted": {13};
case "hit": {6};
case "attack": {13};
case "idle": {35};
case "scream": {4};
case "fracture": {1};
case "eat": {3};
case "cook": {2};
case "panic": {1};
case "dog_bark": {4};
case "dog_growl": {3};
case "dog_qq": {2};
case "keypad_tick": {2};
case "open_backpack": {4};
case "open_inventory": {4};
_num = call {
if (_type == "open_inventory") exitwith {4};
if (_type == "open_backpack") exitwith {4};
if (_type == "eat") exitwith {3};
if (_type == "bandage") exitwith {2};
if (_type == "pills") exitwith {3};
if (_type == "keypad_tick") exitwith {2};
if (_type == "spotted") exitwith {13};
if (_type == "chase") exitwith {14};
if (_type == "attach_weap") exitwith {1};
if (_type == "detach_weap") exitwith {1};
if (_type == "attack") exitwith {13};
if (_type == "idle") exitwith {35};
if (_type == "scream") exitwith {4};
if (_type == "cough") exitwith {2};
if (_type == "fracture") exitwith {1};
if (_type == "panic") exitwith {1};
if (_type == "cook") exitwith {2};
if (_type == "hit") exitwith {6};
if (_type == "dog_bark") exitwith {4};
if (_type == "dog_growl") exitwith {3};
if (_type == "dog_qq") exitwith {2};
0
};
_isWoman = getText(configFile >> "cfgVehicles" >> (typeOf _unit) >> "TextPlural") == "Women";
if (_isWoman and (_type in ["scream","panic"])) then {
if (_isWoman and {_type in ["scream","panic"]}) then {
_type = _type + "_w";
};