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Fix the issue that SFX variants are not global (#5335)
* Fix the issue that SFX variants are not global what means that different players can get different pressure Cookoff sounds to prevent that i split up the sounds in 3 types and used a Weighted select to have the befor used values back * add todo for 1.74 * inherit in CfgSFX from 1 class
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@ -1,13 +1,18 @@
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class CfgSFX {
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class CfgSFX {
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class GVAR(CookOff) {
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class GVAR(CookOff_low) {
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name = QGVAR(cookoff);
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name = QGVAR(cookoff_low);
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// Index 4 is percentage chance to play, in theory high pressure is way more likely
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sound[] = {QPATHTOF(sounds\cookoff_low_pressure.ogg),6,1,400,1,0,0,0};
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variant0[] = {PATHTOF(sounds\cookoff_low_pressure.ogg),6,1,400,0.1,0,0,0};
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sounds[] = {"sound"};
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variant1[] = {PATHTOF(sounds\cookoff_mid_pressure.ogg),6,1,400,0.25,0,0,0};
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variant2[] = {PATHTOF(sounds\cookoff_high_pressure.ogg),6,1,400,0.65,0,0,0};
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sounds[] = {"variant0","variant1","variant2"};
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titles[] = {};
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titles[] = {};
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empty[] = {"",0,0,0,0,0,0,0};
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empty[] = {"",0,0,0,0,0,0,0};
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};
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};
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class GVAR(CookOff_mid): GVAR(CookOff_low) {
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name = QGVAR(cookoff_mid);
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sound[] = {QPATHTOF(sounds\cookoff_mid_pressure.ogg),6,1,400,1,0,0,0};
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};
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class GVAR(CookOff_high): GVAR(CookOff_low) {
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name = QGVAR(cookoff_high);
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sound[] = {QPATHTOF(sounds\cookoff_high_pressure.ogg),6,1,400,1,0,0,0};
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};
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};
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};
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@ -1,11 +1,18 @@
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class CfgVehicles {
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class CfgVehicles {
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class Sound;
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class Sound;
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class GVAR(Sound): Sound {
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class GVAR(Sound_low): Sound {
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author = ECSTRING(common,ACETeam);
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author = ECSTRING(common,ACETeam);
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_generalMacro = QGVAR(Sound);
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_generalMacro = QGVAR(Sound);
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scope = 1;
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scope = 1;
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sound = QGVAR(CookOff);
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sound = QGVAR(CookOff_low);
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};
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class GVAR(Sound_mid): GVAR(Sound_low) {
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sound = QGVAR(CookOff_mid);
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};
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class GVAR(Sound_high): GVAR(Sound_low) {
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sound = QGVAR(CookOff_high);
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};
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};
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class ThingX;
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class ThingX;
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@ -91,8 +91,9 @@ if (local _vehicle) then {
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} forEach _positions;
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} forEach _positions;
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if (isServer) then {
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if (isServer) then {
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private _soundName = [QGVAR(Sound_low), 0.1, QGVAR(Sound_mid), 0.25, QGVAR(Sound_high), 0.65] call BIS_fnc_selectRandomWeighted; // TODO: replace with script Command in 1.74
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// TODO - Players in the vehicle hear no sound (even after exiting the vehicle)
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// TODO - Players in the vehicle hear no sound (even after exiting the vehicle)
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private _sound = createSoundSource [QGVAR(Sound), position _vehicle, [], 0];
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private _sound = createSoundSource [_soundName, position _vehicle, [], 0];
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_effects pushBack _sound;
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_effects pushBack _sound;
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};
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};
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