GSC reference › Built-in
PlayBattleChatterToTeam()
Built-in (engine)
Server
Called on: entity
Play the sound alias as if coming from the entity, so that only one team can hear it
Signature
<entity> PlayBattleChatterToTeam(<aliasname1>, <aliasname2>, <teamname>, [ignoreplayer])
Called on an entity: entity PlayBattleChatterToTeam(...)
Parameters
| Name | Required? | Details |
|---|---|---|
| aliasname1 | Required | The first sound alias to play |
| aliasname2 | Required | The second sound alias to play |
| teamname | Required | The team that will be able to hear the sound. Must be either 'axis' or 'allies' or 'team3'. |
| ignoreplayer | Optional | If present, this player will not hear the sound. |
Example (from Treyarch's docs)
self PlaySoundToTeam( "frag_out", "axis", self )
Real uses in BO3's scripts
Not called anywhere in BO3's shipped scripts, so check it works in your mode before relying on it.
Related built-ins
- GetAITeamArray()Returns an array of the human AI and vehicle AI
- AllowSpectateTeam()Set whether the player can spectate the given team.
- SetTeam()Sets the entity team.
- TriggerIgnoreTeam()Trigger ignores team
- GetTeamScore()Get a team's score
- SetTeamForTrigger()Set the team that this trigger will react to
- SetFXTeam()Set the team of the fx either by team or by entity which has a team set.
- GetActorTeamArray()Returns an array of the human AI
- Objective_Team()Sets the team that the objective is for.
- SetInfluencerTeamMask()Sets the team mask for the given influencer
- PlaySoundToTeam()Play the sound alias as if coming from the entity, so that only one team can hear it
- NewTeamHudElem()Create a new hud element for a particular team
New to GSC?
Start with the basics, or paste a compile error to get the fix.
Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).