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

@@ -66,6 +66,7 @@ if (!isClass(_config) || {!isText(_config >> _attachment)}) exitWith
_newWeapon = getText (_config >> _attachment);
_weaponInUse = (currentWeapon player == _weapon);
[player,"attach_weap",0,false] call dayz_zombieSpeak;
call gear_ui_init;
player playActionNow "Medic";

View File

@@ -53,6 +53,7 @@ if (!isClass(_newWeaponConfig) || {getText(_newWeaponConfig >> _attachment) != _
_weaponInUse = (currentWeapon player == _weapon);
[player,"detach_weap",0,false] call dayz_zombieSpeak;
call gear_ui_init;
player playActionNow "Medic";

View File

@@ -4,10 +4,10 @@ _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;
@@ -19,29 +19,33 @@ if (!_local) then {
//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";
};

View File

@@ -27,8 +27,7 @@ if !(isNil "_medsUsed") then {
call fnc_usec_medic_removeActions;
r_action = false;
//player removeAction s_player_antiobiotic;
//s_player_antiobiotic = -1;
[player,"pills",0,false] call dayz_zombieSpeak;
if (_unit == player) then {
//Self Healing
@@ -48,5 +47,4 @@ if !(isNil "_medsUsed") then {
};
};
_msg call dayz_rollingMessages;

View File

@@ -29,6 +29,8 @@ if !(isNil "_medsUsed") then {
player playActionNow "Gear";
};
[player,"pills",0,false] call dayz_zombieSpeak;
if (_unit == player) then {
//Self Healing
[player,player] call player_medPainkiller;

View File

@@ -170,6 +170,16 @@ class CfgSounds {
sound[] = {"\dayz_sfx\effects\bandage_0.ogg",0.3,1,40};
titles[] = {};
};
class z_bandage_1 {
name = "";
sound[] = {"\dayz_sfx\effects\bandage_1.ogg",0.3,1,40};
titles[] = {};
};
class z_bandage_2 {
name = "";
sound[] = {"\dayz_sfx\effects\bandage_2.ogg",0.3,1,40};
titles[] = {};
};
class z_gut_0 {
name = "";
sound[] = {"\dayz_sfx\effects\action_gut_0.ogg",0.1,1,30};
@@ -746,6 +756,46 @@ class CfgSounds {
titles[] = {};
};
class z_attach_weap_0 {
name = "";
sound[] = {"\dayz_sfx\effects\action_attach_0.ogg",1,1,10};
titles[] = {};
};
class z_attach_weap_1 {
name = "";
sound[] = {"\dayz_sfx\effects\action_attach_1.ogg",1,1,10};
titles[] = {};
};
class z_detach_weap_0 {
name = "";
sound[] = {"\dayz_sfx\effects\action_detach_0.ogg",1,1,10};
titles[] = {};
};
class z_detach_weap_1 {
name = "";
sound[] = {"\dayz_sfx\effects\action_detach_1.ogg",1,1,10};
titles[] = {};
};
class z_pills_0 {
name = "";
sound[] = {"\dayz_sfx\effects\painkiller_0.ogg",1,1,20};
titles[] = {};
};
class z_pills_1 {
name = "";
sound[] = {"\dayz_sfx\effects\painkiller_1.ogg",1,1,20};
titles[] = {};
};
class z_pills_2 {
name = "";
sound[] = {"\dayz_sfx\effects\painkiller_2.ogg",1,1,20};
titles[] = {};
};
class z_pills_3 {
name = "";
sound[] = {"\dayz_sfx\effects\painkiller_3.ogg",1,1,20};
titles[] = {};
};
class z_radzone1_0 {
name = "";
sound[] = {"\dayz_sfx\effects\geiger_level_0.ogg",1,1,10};

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