Backpack Sounds

This commit is contained in:
Zac Surplice
2013-10-07 17:54:06 +11:00
parent 80d204fe1b
commit ba36764aed
44 changed files with 68 additions and 1 deletions

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@@ -1602,7 +1602,7 @@ class RscDisplayGear
emptyMag2 = "\ca\ui\data\ui_gear_mag2_gs.paa";
emptyHGun = "\ca\ui\data\ui_gear_hgun_gs.paa";
emptyHGunMag = "\ca\ui\data\ui_gear_hgunmag_gs.paa";
onLoad = "_this call fn_gearMenuChecks;[] spawn object_monitorGear; call gear_ui_init;if (isNil('IGUI_GEAR_activeFilter')) then { IGUI_GEAR_activeFilter = 0;}; private ['_dummy']; _dummy = [_this,'initDialog'] call compile preprocessFile '\ca\ui\scripts\handleGear.sqf'; _dummy = [_this,'onLoad'] execVM '\ca\ui\scripts\handleGear.sqf'; _dummy;";
onLoad = "_this call fn_gearMenuChecks;[] spawn object_monitorGear; call gear_ui_init; call ui_gear_sound;if (isNil('IGUI_GEAR_activeFilter')) then { IGUI_GEAR_activeFilter = 0;}; private ['_dummy']; _dummy = [_this,'initDialog'] call compile preprocessFile '\ca\ui\scripts\handleGear.sqf'; _dummy = [_this,'onLoad'] execVM '\ca\ui\scripts\handleGear.sqf'; _dummy;";
class ControlsBackground
{
class Mainback: RscPicture

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@@ -20,6 +20,8 @@ _num = switch (_type) do {
case "dog_growl": {3};
case "dog_qq": {2};
case "keypad_tick": {2};
case "open_backpack": {4};
case "open_inventory": {4};
};
if (count _this > 4) then {

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@@ -0,0 +1,29 @@
private["_type"];
_type="open_inventory";
if( (!isNull cursorTarget) && (player distance cursorTarget < 5) && (vehicle player == player) ) then {
private["_cTarget"];
_cTarget=cursorTarget;
_type = switch true do {
case (_cTarget isKindOf "Bag_Base_EP1"):{"open_backpack"}; //backpacks on ground
case ( (_cTarget isKindOf "Man") && (alive _cTarget) && !(isNull unitBackpack _cTarget) ):{"open_backpack"}; //Person with backpack
default {"open_inventory"}; //unknown, play cloth sounds
//case (_cTarget isKindOf "Land_A_tent"):{"open_inventory"}; //Tents
//case (_cTarget isKindOf "StashSmall"):{"open_stash_sm"}; //dirt pile stash
//case (_cTarget isKindOf "StashMedium"):{"open_stash_md"}; //stash with wooden door
//case (_cTarget isKindOf "AllVehicles"):{"open_vehicle"}; //"trunks"
//case (typeof _cTarget == "WeaponHolder"):{"open_lootpile"}; //stuff on open ground
};
};
/*Player doesn't have a cursor target, or its too far away, or they are in a vehicle.
else{
if ( (vehicle player != player) && (vehicle player isKindOf "AllVehicles") ) then {
//Player is in a vehicle, placeholder for vehicle trunk sounds(if added)
_type="open_vehicle";
};
};
*/
//MP:Player sound
[player,_type,0,false,5] call dayz_zombieSpeak;

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@@ -109,6 +109,7 @@ if (!isDedicated) then {
player_gearSync = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSync.sqf";
player_gearSet = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\player_gearSet.sqf";
ui_changeDisplay = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_changeDisplay.sqf";
ui_gear_sound = compile preprocessFileLineNumbers "\z\addons\dayz_code\compile\ui_gear_sound.sqf";
//System
player_monitor = compile preprocessFileLineNumbers "\z\addons\dayz_code\system\player_monitor.sqf";

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@@ -533,6 +533,41 @@ class CfgSounds {
class z_gore_short_loop : gore_1 {
sound[] = {"\dayz_sfx\gore\gore_short_loop.ogg",0.1,1,30};
};
class z_open_backpack_0 {
name = "";
sound[] = {"\dayz_sfx\effects\action_open_backpack_0.ogg",1,1,50};
titles[] = {};
};
class z_open_backpack_1 : z_open_backpack_0 {
sound[] = {"\dayz_sfx\effects\action_open_backpack_1.ogg",1,1,50};
};
class z_open_backpack_2 : z_open_backpack_0 {
sound[] = {"\dayz_sfx\effects\action_open_backpack_2.ogg",1,1,50};
};
class z_open_backpack_3 : z_open_backpack_0 {
sound[] = {"\dayz_sfx\effects\action_open_backpack_3.ogg",1,1,50};
};
class z_open_backpack_4 : z_open_backpack_0 {
sound[] = {"\dayz_sfx\effects\action_open_backpack_4.ogg",1,1,50};
};
class z_open_inventory_0 {
name = "";
sound[] = {"\dayz_sfx\effects\action_open_inventory_0.ogg",0.1,1,30};
titles[] = {};
};
class z_open_inventory_1 : z_open_inventory_0 {
sound[] = {"\dayz_sfx\effects\action_open_inventory_1.ogg",0.1,1,30};
};
class z_open_inventory_2 : z_open_inventory_0 {
sound[] = {"\dayz_sfx\effects\action_open_inventory_2.ogg",0.1,1,30};
};
class z_open_inventory_3 : z_open_inventory_0 {
sound[] = {"\dayz_sfx\effects\action_open_inventory_3.ogg",0.1,1,30};
};
class z_open_inventory_4 : z_open_inventory_0 {
sound[] = {"\dayz_sfx\effects\action_open_inventory_4.ogg",0.1,1,30};
};
// epoch sounds
class z_keypad_tick_0 {

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