napod 10 Posted July 23, 2011 Is it possible to take a vocal side radio message from one of the game's missions and use it for another mission? Thanks for any comments. Share this post Link to post Share on other sites
nikiller 18 Posted July 23, 2011 (edited) hi, Is it possible to take a vocal side radio message from one of the game's missions and use it for another mission?Thanks for any comments. Yes you can. - You will need to unpbo the game mission with PBO Decryptor - Have a look in game mission sound folder and drag the sound you want in your own mission sound folder - Create a description.ext file to define the sound. Here's some tutorial wiki link, [OFPArmA] Sound Tutorial by Bloodmixer - place the description.ext in your mission folder - Play the sound in the editor with playSound or say command You have everything you need here to do what you want. cya. Nikiller. Edited July 23, 2011 by Nikiller Share this post Link to post Share on other sites
napod 10 Posted July 23, 2011 I ran into a problem while trying this. I've created a description.ext file and wrote in there: class CfgRadio{ sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {"\sound\S03r03.ogg", db-100, 1.0}; title = "blah blah"; }; }; In the mission editor,I've created a trigger that will command a group to go to a certain waypoint. I chose 'Alpha Radio' under 'Activation' and in 'On Activation' I wrote: blackop1 sidechat RadioMsg1 (the blackop1 is the name I gave to the unit).When I give the radio command to the group ingame, the group does get the radio command and starts to move, but there isn't any radio message. Share this post Link to post Share on other sites
rellikki 7 Posted July 23, 2011 You need to use the sideRadio command instead: blackop1 sideRadio "RadioMsg1" Share this post Link to post Share on other sites
napod 10 Posted July 23, 2011 haha its working, thank you a NiKiller very much. I would like to ask another question, how can I create an objective to destroy a specific unit? Share this post Link to post Share on other sites
Aldo15 11 Posted July 23, 2011 Use the Objstatus command, for example: If your objective is destroy a tank. Add a trigger, config it: Condition: !(Alive tank1) or !(canmove tank1) or !(Canfire tank1) and then on activation: "1" ObjStatus "done" tank1 = Name of Tank. If you want an objective hide, you must just write "Hidden" for example "1" ObjStatus "hidden", then if you want active it, write "Active" ah I forgot it, You must write "1" objStatus "hidden" on init.sqs script file, but if you want to make it Hope it helps Share this post Link to post Share on other sites
napod 10 Posted July 23, 2011 It works, thank you :) I want to ask one last question, sorry for being such a pain in the ass. I've created a scenario which the soviets are attacking an american base. I dont know how to make that the West will win if they killed every soviet in the area of the base or made them retreat or lose if the East killed all of the West soldiers in the base. Share this post Link to post Share on other sites
Aldo15 11 Posted July 23, 2011 It's easy Craete an trigger We say: 500 x 500 or what you want... Activation "East" ; No present. With this trigger West will win, and it will active when east isn't present on Trigger area. If you want East win, you must just change Activation "West" ; No present. Hope it Helps Share this post Link to post Share on other sites
napod 10 Posted July 23, 2011 I've thought about your idea, but since the East isn't in the Trigger area in the first place, as soon as I start my mission, it ends (cause the ruskies didn't reach the base/trigger area yet). Share this post Link to post Share on other sites
Aldo15 11 Posted July 24, 2011 You must to make the trigger too bigger, so east units can be here, becuase if you don't make the trigger bigger, the units won't be here, then the trigger will think there aren't units on it, then it ends... Share this post Link to post Share on other sites