Difference between revisions of "Situational Awareness Module"

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(Add scripted event documentation)
 
Line 15: Line 15:
  
 
==== Scripting ====
 
==== Scripting ====
 
 
===== Events =====
 
===== Events =====
 
Scripted event will be emitted for units ambient audio cues (only on clients)
 
Scripted event will be emitted for units ambient audio cues (only on clients)
<code>
+
 
 +
<pre>
 
[missionNamespace, "vn_sam_dynamic_audio_play", {
 
[missionNamespace, "vn_sam_dynamic_audio_play", {
 
     // _type is one of "close", "far", "close_tunnel"
 
     // _type is one of "close", "far", "close_tunnel"
params ["_unit", "_soundName", "_type"];
+
    params ["_unit", "_soundName", "_type"];
 
}] call BIS_fnc_addScriptedEventHandler;
 
}] call BIS_fnc_addScriptedEventHandler;
</code>
+
</pre>
  
 
[[Category: Modules]]
 
[[Category: Modules]]

Latest revision as of 19:58, 10 February 2024

Situational Awareness module

This page will guide you through adding the Situational Awareness module to your mission.

This module gives players a basic sense of situational awareness by making AI units speak audio lines, allowing players to know their location from audio alone.

Eden Editor

To add the module to your mission all you need to do is place the module Enable Ambient Voices into your mission.

This module does not have any attributes.

Configuration Files

There are no configuration files for this module.

Scripting

Events

Scripted event will be emitted for units ambient audio cues (only on clients)

[missionNamespace, "vn_sam_dynamic_audio_play", {
    // _type is one of "close", "far", "close_tunnel"
    params ["_unit", "_soundName", "_type"];
}] call BIS_fnc_addScriptedEventHandler;