I guess, in theory, you can create another table: auxSiren[veh]. Then play the sound for each prmSiren[veh] and auxSiren[veh]. Setting auxSiren[veh] = 0 will disable the secondary tone (or any amount of tones)
Hey. I tried doing a little digging around, but couldn’t come up with anything. What are the respective sound id/audio names/audio refs for playing the sirens with that function?
Also just to be clear, VEHICLES_HORNS_SIREN_1, VEHICLES_HORNS_SIREN_2, VEHICLES_HORNS_SIREN_3, etc would be the different tones? Also, the 4th argument for the PlaySoundFromEntity function (audioRef) – that can just be 0?
@Beef Why don’t you go give wrong info to someone else… Ive gotten enough messages about you being wrong with helping people… Want to be a dick? Go somewhere else!
@jdc4992 I have spoken with ejb1123 and understand his reasoning… He has a good point on why he doesn’t want to compile them right now. But thank you for the offer.
A major update was just released and so was the test server. If you like what you see more features added, please provide feedback as that is what keeps this project alive.