class CfgVehicles { class Logic; class Module_F: Logic { class ArgumentsBaseUnits { }; }; // TODO make a curator variant for this class ACE_moduleAmbianceSound: Module_F { scope = 2; displayName = "Ambiance Sounds [ACE]"; icon = QUOTE(PATHTOF(UI\Icon_Module_Ambient_Sounds_ca.paa)); category = "ACE_missionModules"; function = QUOTE(FUNC(moduleAmbianceSound)); functionPriority = 1; isGlobal = 1; isTriggerActivated = 0; author = "$STR_ACE_Common_ACETeam"; class Arguments { class soundFiles { displayName = "Sounds"; description = "Class names of the ambiance sounds to be played. Seperated by ','"; typeName = "STRING"; defaultValue = ""; }; class minimalDistance { displayName = "Minimal Distance"; description = "Used for calculating a random position and sets the minimal distance between the players and the played sound file(s)"; typeName = "NUMBER"; defaultValue = 400; }; class maximalDistance { displayName = "Maximum Distance"; description = "Used for calculating a random position and sets the maximum distance between the players and the played sound file(s)"; typeName = "NUMBER"; defaultValue = 900; }; class minimalDelay { displayName = "Minimal Delay"; description = "Minimal delay between sounds played"; typeName = "NUMBER"; defaultValue = 10; }; class maximalDelay { displayName = "Maximum Delay"; description = "Maximum delay between sounds played"; typeName = "NUMBER"; defaultValue = 170; }; class followPlayers { displayName = "Follow Players"; description = "Follow players. If set to false, loop will play sounds only nearby logic position."; typeName = "BOOL"; defaultValue = 0; }; class soundVolume { displayName = "Volume"; description = "The volume of the sounds played"; typeName = "NUMBER"; defaultValue = 1; }; }; class ModuleDescription { description = "Ambiance sounds loop (synced across MP)"; sync[] = {}; }; }; };