-
Notifications
You must be signed in to change notification settings - Fork 1
Car Alarm
Mike-MF edited this page Jan 17, 2024
·
1 revision
This page will explain the usage of the Car Alarm function.
/*
* Author: Mike
* Car alarm playing on vehicle hit, handled locally per player.
*
* Call from initPlayerLocal.sqf
*
* Arguments:
* 0: Car <OBJECT>
* 1: Remove Event After Use <BOOL> (default: true)
*
* Return Value:
* None
*
* Examples:
* [My_Car, false] call MFUNC(carAlarm);
*/
This has a car play its alarm sound upon taking damage from players, it can be set so it only happens once or can continually keep happening over time.
Call from initPlayerLocal.sqf
Example:
[My_Car] call MFUNC(carAlarm);
Pages
- Home
- Your First Mission
- Creating A Mission
- Contract Missions
- Difficulty Guidelines
-
Functions Library
- Base Spectator
- Bomber
- Car Alarm
- Collect Intel
- Connect Battery To Defusable
- Contamination Gas
- Count Alive
- Dialogue
- Disable AI
- Download Intel
- Earthquake
- Enable AI
- Force Shooting
- Ground Fog
- Hunt
- Lock Doors
- Mark Buildings
- Monitor Units
- Mortar Strike
- Ping
- Players
- Reaction
- Reinforcements
- Reinforcement Waves
- Respirator Effects
- Set Sleeping
- Sound Source
- Surrender
- Switch Action
- Teleport
- Toggle Lights
- Trigger Area
- Helicopters
- Resources
- Quality Checklist
- Useful Commands
- ArmaQDL