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Fix vehicle honking: Proof of Concept
// mit **playSound3D**
// PROBLEM Sound bleibt an der generierten Stelle kleben
removeAllUserActionEventHandlers ["DefaultAction", "Activate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Activate", {
xxx_honking_id = [
{
playSound3D [
"a3\sounds_f\weapons\horns\MRAP_02_horn_2.wss",
vehicle player,
false,
[0, 0, 0],
1,
1,
200,
0.1,
false
];
},
0.7
] call CBA_fnc_addPerFrameHandler
}];
removeAllUserActionEventHandlers ["DefaultAction", "Deactivate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Deactivate", {
[xxx_honking_id] call CBA_fnc_removePerFrameHandler;
}];
// mit **say3d**
removeAllUserActionEventHandlers ["DefaultAction", "Activate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Activate", {
xxx_honking_id = [
{
(vehicle player) say3D ["XXX_CarHorn", 200, 1, false, 0];
},
0.7
] call CBA_fnc_addPerFrameHandler
}];
removeAllUserActionEventHandlers ["DefaultAction", "Deactivate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Deactivate", {
[xxx_honking_id] call CBA_fnc_removePerFrameHandler;
}];
// mit **createSoundSource**
removeAllUserActionEventHandlers ["DefaultAction", "Activate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Activate", {
xxx_honking_id = createSoundSource ["XXX_CarHorn", vehicle player, [], 0];
xxx_honking_id attachTo [(vehicle player)];
}];
removeAllUserActionEventHandlers ["DefaultAction", "Deactivate"];
xxx_eh = addUserActionEventHandler ["DefaultAction", "Deactivate", { deleteVehicle xxx_honking_id }];
@Fusselwurm
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cant do sensibly, waiting for : https://feedback.bistudio.com/T131341

@Fusselwurm
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diwako sagt, ich soll ein building (class: "building") ans fahrzeug attachen und darüber den sound abspielen. whynot.

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