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Resources

jonpas edited this page Aug 13, 2023 · 2 revisions


Theseus Resources is a collection of resources, such as images and sound files, that mission makers can use for their missions without having to increase the size of the mission itself.

This wiki page will have previews of the different files the mod adds, as well as the paths and classnames so they are easy to copy-paste into your missions.


Images

To add an image to an object, such as a sign or a whiteboard, the easiest way is to open the object's attributes, and then at the bottom insert the image path.


Maps

Whiteboard maps

These images are intended to be used on the whiteboard object, and may not show up correctly if used on other objects.

Bukovina

Path:
x\tacr\addons\images\maps\wb_bukovina.paa

Bystrica

Path:
x\tacr\addons\images\maps\wb_bystrica.paa

Chernarus

Path:
x\tacr\addons\images\maps\wb_chernarus.paa

Chernarus Winter

Path:
x\tacr\addons\images\maps\wb_chernaruswinter.paa

Dingor

Path:
x\tacr\addons\images\maps\wb_dingor.paa

Hellanmaa

Path:
x\tacr\addons\images\maps\wb_hellanmaa.paa

Ihantala

Path:
x\tacr\addons\images\maps\wb_ihantala.paa

Ihantala Winter

Path:
x\tacr\addons\images\maps\wb_ihantalawinter.paa

Isla Abramia

Path:
x\tacr\addons\images\maps\wb_abramia.paa

Isla Duala

Path:
x\tacr\addons\images\maps\wb_duala.paa

Lingor

Path:
x\tacr\addons\images\maps\wb_lingor.paa

Lythium

Path:
x\tacr\addons\images\maps\wb_lythium.paa

Panthera

Path:
x\tacr\addons\images\maps\wb_panthera.paa

Panthera (Winter)

Path:
x\tacr\addons\images\maps\wb_pantherawinter.paa

Proving Grounds

Path:
x\tacr\addons\images\maps\wb_provinggrounds.paa

Ruha

Path:
x\tacr\addons\images\maps\wb_ruha.paa

Shapur

Path:
x\tacr\addons\images\maps\wb_shapur.paa

Takistan

Path:
x\tacr\addons\images\maps\wb_takistan.paa

Takistan Mountains

Path:
x\tacr\addons\images\maps\wb_takistanmountains.paa

Zargabad

Path:
x\tacr\addons\images\maps\wb_zargabad.paa


Signs

Armory

Path:
x\tacr\addons\images\signs\armory.paa

Armory & Briefing

Path:
x\tacr\addons\images\signs\armorybriefing.paa

Briefing

Path:
x\tacr\addons\images\signs\briefing.paa

Reminder

Path: x\tacr\addons\images\signs\reminder.paa

Note: This image is for a whiteboard.


Sounds

Sound Previews

Sound Previews

Note: May not contain all sounds, But does contain the more popular ones as of 06-11-2020

Ambience

There's different ways to use ambient sound effects. The most simple way to use them would be to use a trigger, which is set to play a selected SFX sound. SFX sounds automatically loop and are 3D positioned, so they're handy for ambience such as radio chatter coming from a radio object, without needing to write scripts that loop. An example on how to use the radio chatter sound:
Place your "source" object emitting the sound (eg a radio), and a trigger with a radius of 25m inside the radio.
The radius can be changed, and you may consider doing it depending on where your object is. The sound doesn't care much about buildings, so if your radio is inside a house, you may want a smaller radius instead for example.

Next, open the trigger settings.
Set the activation to Any Player, make it repeatable, and then in the condition put in player in thisList
Finally go to the bottom, under Trigger: Effects and under SFX choose the sound you want to be played.

Now, when a player enters the trigger area, the sound will start playing. It will automatically loop when finished, and if the player leaves the trigger the sound will stop. Setting the trigger to repeatable means that if the player enters the area again, the sound will continue.
Note that the sound is local. If player A enters the trigger, and player B enters the trigger 10 seconds later, they will not hear the exact same thing. It could be possible to play around with something like playSound3D, which is executed on the server, however then you'll need to start making a script that loops by itself. For the simple purpose of something like radio chatter, the method explained above works fine.

Classnames & Paths

  • Radio Chatter - Chinese
    tacr_amb_radiochatter_chi
    x\tacr\addons\sounds\ambience\radiochatter_chi.ogg

  • Radio Chatter - English
    tacr_amb_radiochatter_eng
    x\tacr\addons\sounds\ambience\radiochatter_eng.ogg

  • Radio Chatter - Russian
    tacr_amb_radiochatter_rus
    x\tacr\addons\sounds\ambience\radiochatter_rus.ogg

Effects

Effects can be used in similar ways as ambient sounds, as in you can set up a trigger to play the sound (Effect sounds will be under the Sound category, not the SFX category).
That said, it may be more ideal to use commands (such as playSound or playSound3D) to play a sound instead, as it can give more control.

Classnames & Paths

  • Banzai Attack
    tacr_sfx_banzai
    x\tacr\addons\sounds\effects\banzai.ogg

  • Punji Trap
    tacr_sfx_punjitrap
    x\tacr\addons\sounds\effects\punjitrap.ogg

Fun

"Fun" is essentially a category for sounds intended for gimmicky stuff. They are used in the same ways as "Effects" sounds are.

Classnames & Paths

  • Duck Hunt Theme
    tacr_fun_duckhunt
    x\tacr\addons\sounds\fun\duckhunt.ogg

  • High Noon
    tacr_fun_highnoon
    x\tacr\addons\sounds\fun\highnoon.ogg

  • Tetris 99
    tacr_fun_tetris99
    x\tacr\addons\sounds\fun\tetris99.ogg

  • Wild West Theme
    tacr_fun_wildwest
    x\tacr\addons\sounds\fun\wildwest.ogg


Alternative Sound Method

A different way of utilising sounds so they emit from an actual object is to utilise the command createSoundSource

This can be activated so it will continuously play the sound on a loop emitting from an object of your choosing, and later deleted with the deleteVehicle command.

_soundSource = createSoundSource ["LittleDog", position player, [], 0]

The example from the wiki uses "LittleDog" as the reference to the sound. You can also replace "player" with any objects variable name to have it emit from that location.

An implementation from one of our previous missions:

tac_soundAlarm = createSoundSource ["Sound_Alarm", position loudSpeaker, [], 0];

To clear this alarm you can simply use deleteVehicle tac_SoundAlarm;

NOTE: When utilising createSoundSource you must remember to only execute the sound on the server, otherwise it will execute for every player and duplicate the sound.

if (isServer) then {
    tac_soundAlarm = createSoundSource ["Sound_Alarm", position loudSpeaker, [], 0];
};

List of Vanilla sounds:

  • "Sound_Alarm"
  • "Sound_Alarm2"
  • "Sound_BattlefieldExplosions"
  • "Sound_BattlefieldFirefight"
  • "Sound_Fire"
  • "Sound_SmokeWreck1"
  • "Sound_SparklesWreck1"
  • "Sound_SparklesWreck2"
  • "Sound_Stream"

List of Resources sounds:

  • "tacr_v_amb_radiochatter_chi" (Radio Chatter Chinese)
  • "tacr_v_amb_radiochatter_eng" (Radio Chatter English)
  • "tacr_v_amb_radiochatter_rus" (Radio Chatter Russian)
  • "tacr_v_amb_generator" (Generator)
  • "tacr_v_amb_jeering_crowd" (Jeering Crowd)
  • "tacr_v_amb_stormwind_01" (Stormy Winds 01)
  • "tacr_v_amb_stormwind_02" (Storm Winds 02)
  • "tacr_v_amb_stormwind_03" (Storm Winds 03)
  • "tacr_v_sfx_geigerhigh" (Geiger Counter - High)
  • "tacr_v_sfx_geigernormal" (Geiger Counter - Normal)
  • "tacr_v_sfx_geigerlow" (Geiger Counter - Low)
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