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{{ | {{RV|type=command | ||
| | |game1= ofp | ||
|version1= 1.00 | |||
|1. | |game2= ofpe | ||
|version2= 1.00 | |||
| | |game3= arma1 | ||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= global | |||
| | |eff= local | ||
| | |gr1= Sounds | ||
| [[ | |descr= Make unit say given sound. The sound is defined in [[Description.ext#CfgSounds|CfgSounds]]. | ||
If the [[Object#Unit|unit]] is a [[Object#Person|person]], it will also perform the corresponding lipsync effect provided an appropriate [[Lip File Format|.lip file]] has been [[WaveToLip|created]] for this sound. | |||
* A dead or non-existent unit obviously cannot say anything. | |||
* If the camera is not within given range, title is not shown and the sound will not be heard. | |||
* See also [[playSound]] in order to play a sound wherever the [[cameraOn|camera/player]] is. | |||
}} | {{Feature|informative|[[say]] will mimic either [[say2D]] or [[say3D]] depending on whether it is executed in a cutscene or in a game scene.}} | ||
|s1= from [[say]] sound | |||
|p1= from: [[Object]] or [[Array]] of [[Object]]s | |||
* [[Object]] - the sound source | |||
* [[Array]] - format [from, to]: | |||
** from: [[Object]] - sound source | |||
** to: [[Object]] - target | |||
|p2= sound: [[String]] or [[Array]] | |||
* [[String]] - class name of the sound to be played. Defined in CfgSounds including [[Description.ext]] | |||
* [[Array]] - format [sound, maxTitlesDistance, speed]: | |||
** sound: [[String]] - class name of the sound to be played. Defined in CfgSounds including [[Description.ext]] | |||
** maxTitlesDistance: [[Number]] (Optional, default 100) - max. distance in meters at which the sound can be heard | |||
** speed: [[Number]] (Optional, default 1) - pitch of the sound | |||
|r1= [[Nothing]] | |||
</ | |x1= <sqf>(units player select 1) say ["whisper1", 5];</sqf> | ||
< | |x2= <sqf>player say "scuba_breath"; // Arma 3 vanilla sound</sqf> | ||
[[ | |seealso= [[say3D]] [[say2D]] [[playSound]] [[createSoundSource]] [[playSoundUI]] | ||
[[ | }} | ||
[[ | |||
[[ | |||
[[ |
Latest revision as of 15:17, 25 February 2023
Description
- Description:
- Make unit say given sound. The sound is defined in CfgSounds.
If the unit is a person, it will also perform the corresponding lipsync effect provided an appropriate .lip file has been created for this sound.
- A dead or non-existent unit obviously cannot say anything.
- If the camera is not within given range, title is not shown and the sound will not be heard.
- See also playSound in order to play a sound wherever the camera/player is.
- Groups:
- Sounds
Syntax
- Syntax:
- from say sound
- Parameters:
- from: Object or Array of Objects
- sound: String or Array
- String - class name of the sound to be played. Defined in CfgSounds including Description.ext
- Array - format [sound, maxTitlesDistance, speed]:
- sound: String - class name of the sound to be played. Defined in CfgSounds including Description.ext
- maxTitlesDistance: Number (Optional, default 100) - max. distance in meters at which the sound can be heard
- speed: Number (Optional, default 1) - pitch of the sound
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
Additional Information
- See also:
- say3D say2D playSound createSoundSource playSoundUI
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Sounds
- Scripting Commands: Local Effect