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Foxsch

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Reply with quote  #1 
After complaining that there did not seem to be a 'Jericho Trumpet' wail available for the Ju87, I decided to create one.
Converted from a recording of the real thing here's a download of an .ogg you can use in Missions:

Jericho Siren [dropbox]
Jericho Siren [Mission Repository]


Also a suggested volume and pitch for the description.ext:

class CfgSounds
{
 sounds[] = {};   
  class siren
  {
   name = "siren";
   sound[] = {"sounds\Siren.ogg", db+12, 1.0};
   titles[] = {};
  };
};


You can use it via:

playsound "siren"


but it will also appear in the Mission Editor in the 'anonymous' and 'voice' effects of triggers and waypoints; scroll to the last entries in those, it will be there!

Enjoy : -)

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BRS

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Reply with quote  #2 
Tested it today as stand alone sound (no aircraft).
I must say: Good one, worth to try!Well done!

But question:
how to add this sound to a Stuka in case that this Stuka starts diving?
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Foxsch

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Reply with quote  #3 
Hi BS Glad you like the sound effect, it does add something to a mission I agree.
I have used it in a trigger grouped to a Stuka and covering an area that is awash with Polish troops.
They fly overhead often enough to trigger the sound.

This isn't ideal as, as you say it does not happen as the Stuka would be actually diving. If it were possible, it would be even
more effective if it were written into the Stuka flying controls - much as 'flaps' or the bomb or weapon controls.
I wouldn't have any idea how to do that - but someone might!

For an AI aircraft, apart from using the sound as a background effect when Stuka's are around, someone would need to
write a script that governs when and how a Stuka attacks - for example, using the 'aware-of' set of functions
(once an AI spots an enemy it then goes through the bombing/diving sequence);
firing a script which controls its manouevres, diving from height when appropriate, emitting the sound (quite a lengthy dive!)
then releasing its pay load at the correct point.

Unfortunately I wouldn't be able to write a script like that, and I am doubting the 'diving' maneuver would play accurately
if it were written using waypoints [comp] Possibly, definitely worth trying, you would have a ready-made slot for the sound effect,
in the effects of the waypoint at the right time.

Getting the Stuka to release the bomb at the right time? Having written that, I am thinking I have not tried it, so there you go,
maybe waypoint with appropriate height 's will work fine - I like the sound effect as a nerve-racking background element,
like part of the battle ambience, but having a controlled dive and bomb would be an exciting element to a mission definitely.

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OuedMeliz01

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Reply with quote  #4 
can you make it with a script? like this addaction............
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Foxsch

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Reply with quote  #5 
I'm not going to work on any script aspect of it - addaction would probably form part of one that would use it - I know it could be done, but dismantling the aircraft model to add it that way is not something I'd be able to put time into unfortunately, and any other ways of adding it to missions I suppose are ultimately going to depend on the circumstances at which use you'll put it to. It would be good to link it with the Stuka actually jettisoning it's payload if anybody could do that though?
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ivan1dk

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Reply with quote  #6 
How can i install this? Thx
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Foxsch

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Reply with quote  #7 
Hi ivan1dk - welcome to the forums : -)

  Full instructions for installation were included in the first post in the thread.

Which bit(s) weren't clear?
I will do my best to help.

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ivan1dk

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Reply with quote  #8 
I don-t speak english so well and i-am new in arma modding, then i dont know how to install scripts, etc. So if you could explain me how to do i-ll be gratefully. Thank you
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Foxsch

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Reply with quote  #9 
You will need to add the sound file directly into your Mission Folder, which will be created for you when you save a new Mission in the Mission Editor to: 

C[biggrin]ocuments/ARMA 3 Other Profiles/Your Profile/

Have you get so far with the Mission?

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