setNameSound: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma3 |Game name=
|game1= arma3
|version1= 1.02


|1.02|Game version=
|arg= global


|arg= global |Multiplayer Arguments=
|eff= local


|eff= local |Multiplayer Effects=
|gr1= Unit Identity


|gr1= Unit Identity |GROUP1=
|descr= Sets the [[nameSound]] of a person. By default, when giving orders, the units are addressed by their number.
____________________________________________________________________________________________
When nameSound is set, it will be used instead to address the unit. For example instead of "Two, hold fire!", one can have "Miller, hold fire!".


| Sets the [[nameSound]] of a person. By default, when giving orders, the units are addressed by their number. When nameSound is set, it will be used instead to address the unit. For example: "Two, hold fire!", one can have: "Miller, hold fire!".
{{Feature|informative|
See {{Link|Arma 3: CfgIdentities#NameSounds}} for common values.<br>
Note that any word from <sqf inline>configFile >> "RadioProtocolENG" >> "Words"</sqf> is accepted (e.g {{hl|"veh_infantry_Sniper_s"}}).
}}


{{Informative | See [[Arma 3 CfgIdentities#NameSounds|CfgIdentities - NameSounds]] for common values.<br>
|s1= person [[setNameSound]] name
Note that any word from <tt>[[configfile]] >> "RadioProtocolENG" >> "Words"</tt> is accepted (e.g "veh_infantry_Sniper_s").}} |DESCRIPTION=
____________________________________________________________________________________________


| person [[setNameSound]] name |SYNTAX=
|p1= person: [[Object]]


|p1= person: [[Object]] |PARAMETER1=
|p2= name: [[String]]


|p2= name: [[String]] |PARAMETER2=
|r1= [[Nothing]]


| [[Nothing]] |RETURNVALUE=  
|x1= <sqf>unit1 setNameSound "dixon";</sqf>


|x1= <code>unit1 [[setNameSound]] "dixon";</code>|EXAMPLE1=
|x2= <sqf>unit1 setNameSound ""; // will reset to default behaviour</sqf>
|x2= <code>unit1 [[setNameSound]] ""; // will reset to default behaviour</code>|EXAMPLE2=
|x3= <code>_name = "Masood";
unit1 [[setNameSound]] _name;
unit1 [[setName]] _name;</code>|EXAMPLE3=


____________________________________________________________________________________________
|x3= <sqf>
_name = "Masood";
unit1 setNameSound _name;
unit1 setName _name;
</sqf>


| [[nameSound]], [[name]], [[setName]], [[setIdentity]] |SEEALSO=
|seealso= [[nameSound]] [[name]] [[setName]] [[setIdentity]]
 
|  |MPBEHAVIOUR=
____________________________________________________________________________________________
}}
}}


<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
<!-- Note Section BEGIN -->


<dd class="notedate">Posted on December 22, 2013 - 19:08 (UTC)
{{Note
<dt class="note">[[User:Lou Montana|Lou Montana]]
|user= Lou Montana
<dd class="note">setting an incorrect value like "0" or "randomString" will remove the callsign (" ''/* 2, */'' fall back")
|timestamp= 201312221908
 
|text= setting an incorrect value like "0" or "randomString" will remove the callsign (" ''/* 2, */'' fall back")
<!-- Note Section END -->
}}
</dl>
 
<h3 style='display:none'>Bottom Section</h3>
{{GameCategory|arma3|New_Scripting_Commands_List}}
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 10:01, 19 April 2024

Hover & click on the images for description

Description

Description:
Sets the nameSound of a person. By default, when giving orders, the units are addressed by their number. When nameSound is set, it will be used instead to address the unit. For example instead of "Two, hold fire!", one can have "Miller, hold fire!".
See Arma 3: CfgIdentities - NameSounds for common values.
Note that any word from configFile >> "RadioProtocolENG" >> "Words" is accepted (e.g "veh_infantry_Sniper_s").
Groups:
Unit Identity

Syntax

Syntax:
person setNameSound name
Parameters:
person: Object
name: String
Return Value:
Nothing

Examples

Example 1:
unit1 setNameSound "dixon";
Example 2:
unit1 setNameSound ""; // will reset to default behaviour
Example 3:
_name = "Masood"; unit1 setNameSound _name; unit1 setName _name;

Additional Information

See also:
nameSound name setName setIdentity

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


Lou Montana - c
Posted on Dec 22, 2013 - 19:08 (UTC)
setting an incorrect value like "0" or "randomString" will remove the callsign (" /* 2, */ fall back")