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The sound field is more for custom sounds you might want :)
You can use this function to do it on the fly:
https://north.ofpec.com/wiki/doku.php?id=nfextra_functions#nfextra_modules_common_fnc_createteleporter
To improvements, if you were to take any to zeus the ability to add more Fast Travel points on the fly would be incredibly useful. Would there be any way to do it in the interim by calling functions?
That is what i meant with the "However i am not sure the sounds are currently playing correctly and i don't know yet why." in my last reply about this topic.
And what type of sound should I write if I want the basic sound of 155mm artillery? Also the basic sound of mlrs 230mm and mortar 82mm.
I tried 155mm artillery with with prescribed sound type (mortar1) and no incoming sound was heard.
Actually, is this on uneven terrain? I don't think objects snap to the surface currently.
https://community.bistudio.com/wiki/Description.ext#CfgSounds]CfgSounds
However i am not sure the sounds are currently playing correctly and i don't know yet why.
Alternatively if you don't need scaling and such you could also use the populate insertion point though. Its a bit simpler for that + has a stop and start conditions that gets checked regularly.
So you could have it skip waves when players are near (to avoid players seeing them spawn). And then entirely have it stop when factory destroyed :)