Home   Help Search Login Register  

Author Topic: Church Ring  (Read 732 times)

0 Members and 1 Guest are viewing this topic.

Jim666

  • Guest
Church Ring
« on: 21 Jul 2005, 19:19:18 »
Is there a way to stop churches ringing? Ive got a map where the time goes faster then usual, but the churches bell keeps ringing no matter what the time is.


Offline bedges

  • Administrator
  • *****
    • OFPEC The Editing Center
Re:Church Ring
« Reply #1 on: 21 Jul 2005, 19:27:41 »
only thing that comes to mind is

Code: [Select]
0 fadesound 0
at times when you think they might chime. but then, perhaps in-game sounds aren't covered by that command...

qqqqqq

  • Guest
Re:Church Ring
« Reply #2 on: 22 Jul 2005, 00:03:51 »
I have a horrible feeling it's random anyway.    Maybe setdammage 1 the bell tower.

Offline Planck

  • Honoured
  • Former Staff
  • ****
  • I'm never wrong ....I'm just not always right !
Re:Church Ring
« Reply #3 on: 22 Jul 2005, 03:53:32 »
The churches use simulation = "church";

Which makes me think that the game engine then handles the ringing of the bell at the correct times for churches, hourly or whatever it is.


Planck
I know a little about a lot, and a lot about a little.

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:Church Ring
« Reply #4 on: 22 Jul 2005, 09:59:42 »
I have used a setDammage 1 on the church in La Trinitre in my mission but the clock still keeps chiming.  I have not checked but I think Planck is right (again).  The clocks seem to chime at the correct time - the clock hands certainly show the correct time so going into that detail and then not having the chimes at the correct times would seem odd.

qqqqqq

  • Guest
Re:Church Ring
« Reply #5 on: 22 Jul 2005, 10:09:30 »
I was thinking also of the bells you get by the side of the road.

Offline Mikero

  • Former Staff
  • ****
  • ook?
    • Linux Step by Step
Re:Church Ring
« Reply #6 on: 22 Jul 2005, 12:44:14 »
if it's just the eyecandy you're looking for without the chimes could make a small addon thusly

class CfgVehicles
{
 class All {};
 class AllVehicles: All {};
 class Land: AllVehicles {};
 class Static : Land {};
 class Building : Static {};
 class NonStrategic : Building {};
 class MyChurch: NonStrategic
 {
  scope=public;
  model="kostel2";// or 3
  vehicleClass="My Great Church";
  displayName="What A Wonder";
 };
};

nb: the roadside bells, afaik, are only available via editor102 and are in fact identical to a 'church' except for the model

their noise does appear random, and, if a true church is not, ie it is triggered by the clock time, then it is the model that is controlling it.
Just say no to bugz