setMusicEffect: Difference between revisions
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When used in a trigger, the track starts on activation but does not automatically stop on deactivation. | When used in a trigger, the track starts on activation but does not automatically stop on deactivation. | ||
|s1= trigger | |s1= trigger [[setMusicEffect]] track | ||
|p1= trigger: [[Object]] | |p1= trigger: [[Object]] | ||
Line 38: | Line 38: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|s2= waypoint | |s2= waypoint [[setMusicEffect]] track | ||
|p21= waypoint: [[Array]] - format [[Waypoint]] | |p21= waypoint: [[Array]] - format [[Waypoint]] |
Revision as of 18:08, 20 June 2021
Description
- Description:
- Defines a music track played on activation. If another track is playing already, this will stop it and start the new track. Track is a subclass name of CfgMusic. In addition, "$STOP$" (stops the current music track) or use playMusic "". When used in a trigger, the track starts on activation but does not automatically stop on deactivation.
- Groups:
- SoundsTriggersWaypoints
Syntax
- Syntax:
- trigger setMusicEffect track
- Parameters:
- trigger: Object
- track: String
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- waypoint setMusicEffect track
- Parameters:
- waypoint: Array - format Waypoint
- track: String
- Return Value:
- Nothing
Examples
- Example 1:
_trigger setMusicEffect "Track1";
- Example 2:
[_group1,1] setMusicEffect "$STOP$";
Additional Information
Notes
-
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Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New 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
- Command Group: Triggers
- Command Group: Waypoints