Audio::startAlarm

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Example:

This will start the alarm at Fort Zancudo.

AUDIO::START_ALARM('PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS', 1);

First parameter (char) is the name of the alarm.
Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.

~Zerovv

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It DOES make a difference but it has to do with the duration or something I dunno yet

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Found in the b617d scripts:

AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS', 0);
AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER', 1);
AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B', 0);
AUDIO::START_ALARM('BIG_SCORE_HEIST_VAULT_ALARMS', a_0);
AUDIO::START_ALARM('FBI_01_MORGUE_ALARMS', 1);
AUDIO::START_ALARM('FIB_05_BIOTECH_LAB_ALARMS', 0);
AUDIO::START_ALARM('JEWEL_STORE_HEIST_ALARMS', 0);
AUDIO::START_ALARM('PALETO_BAY_SCORE_ALARM', 1);
AUDIO::START_ALARM('PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM', 0);
AUDIO::START_ALARM('PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS', 1);
AUDIO::START_ALARM('PORT_OF_LS_HEIST_SHIP_ALARMS', 0);
AUDIO::START_ALARM('PRISON_ALARMS', 0);
AUDIO::START_ALARM('PROLOGUE_VAULT_ALARMS', 0);

Syntax

mp.game.audio.startAlarm(alarmName, p2);

Required Arguments

  • alarmName: String
  • p2: Boolean

Return value

  • Undefined

Example

// todo

See also

Template:Audio s function c