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adjust ambiance sound module description and docs
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@ -19,31 +19,31 @@ class CfgVehicles {
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class Arguments {
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class soundFiles {
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displayName = "Sounds";
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description = "Classnames of the ambiance sounds played. Seperated by ','. ";
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description = "Class names of the ambiance sounds to be played. Seperated by ','";
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typeName = "STRING";
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defaultValue = "";
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};
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class minimalDistance {
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displayName = "Minimal Distance";
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description = "Minimal Distance";
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description = "Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)";
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typeName = "NUMBER";
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defaultValue = 400;
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};
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class maximalDistance {
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displayName = "Maximal Distance";
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description = "Maximal Distance";
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displayName = "Maximum Distance";
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description = "Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)";
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typeName = "NUMBER";
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defaultValue = 900;
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};
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class minimalDelay {
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displayName = "Minimal Delay";
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description = "Minimal Delay between sounds played";
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description = "Minimal delay between sounds played";
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typeName = "NUMBER";
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defaultValue = 10;
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};
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class maximalDelay {
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displayName = "Maximal Delay";
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description = "Maximal Delay between sounds played";
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displayName = "Maximum Delay";
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description = "Maximum delay between sounds played";
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typeName = "NUMBER";
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defaultValue = 170;
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};
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@ -501,25 +501,32 @@ Whether or not the objects in the list will be a medical vehicle.<br>
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### 3.1 Ambiance Sounds
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Used for ambiance sounds loop (synced across MP)
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Used for ambiance sounds loop (synced across MP).
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This module randomizes the time when the sound file is played and the position where the sound file is played (If "Follow Players" is set to No).
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`Minimal Distance` and `Maximal Distance` influence the position from where the sound file is played. Setting both values to 0 forces the module to play the sound from where it was placed in the editor.
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`Minimal Delay` and `Maximal Delay` work in a similar fashion but are used to randomize when the sound file is played. Setting both values to 0 plays the sound from mission start.
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**Settings:**
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1. **Sounds (String)**<br>
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Class names of the ambiance sounds played. Separated by ','.<br>
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Class names of the ambiance sounds played. Separated by ','. (Example: `radio_track_01, electricity_loop`).<br>
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`Default value: ""`
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2. **Minimal Distance (Number)**<br>
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Minimal Distance (in meters)<br>
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Used for calculating a random position and sets the minimal distance between the players and the played sound file(s) (in meters)<br>
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`Default value: 400`
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3. **Minimal Delay (Number)**<br>
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Minimal Delay (in seconds) between sounds played<br>
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3. **Maximum Distance (Number)**<br>
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Used for calculating a random position and sets the maximum distance between the players and the played sound file(s) (in meters)<br>
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`Default value: 900`
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4. **Minimal Delay (Number)**<br>
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Minimal delay (in seconds) between sounds played<br>
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`Default value: 10`
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4. **Maximal Delay (Number)**<br>
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Maximal Delay (in seconds) between sounds played<br>
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5. **Maximum Delay (Number)**<br>
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Maximum delay (in seconds) between sounds played<br>
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`Default value: 10`
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5. **Follow Players (Boolean)**<br>
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6. **Follow Players (Boolean)**<br>
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Follow players. If set to false, loop will play sounds only nearby logic position.<br>
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`Default value: No`
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6. **Volume (Number)**<br>
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7. **Volume (Number)**<br>
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The volume of the sounds played<br>
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`Default value: 1`
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