Agalloch
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11 GoodAbout Agalloch
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This sounds so stupid, but I recently decided to challenge myself and find a way to basically change the gun sounds in the vanilla base game without using addons or mods. I decided to stick with using the editor and scripts, since I plan to apply this to multiplayer should it become viable so all players can experience it. My basic idea was to basically overlay the base game sound with a louder new sound effect, but also keep the sound local to everyone else from the shooter. The video below is how far I got after around two to three hours of research and testing. More information in the description of the video. Edit: Realized I might have posted in the wrong place. This section seems to be for actual mods and addons, which was not what I was going for. My apologies.
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Using the "say" command on vehicles/objects
Agalloch replied to Agalloch's topic in OFP : MISSION EDITING & SCRIPTING
Huh, both of you are actually right. The command works for both empty vehicles/objects and game logic. However when I use a custom sound that is like 12 seconds long and another that is 5 seconds, the "say" command does not trigger their sound classes. Any ideas? Thanks for helping me out by the way. -
Using the "say" command on vehicles/objects
Agalloch replied to Agalloch's topic in OFP : MISSION EDITING & SCRIPTING
cfgsounds that have already been defined in the game, or including custom ones from the description.ext? I tried both and neither worked for me. Only when I use the "say" command on a living unit, the "playsound" command, and using the "anonymous" category for the trigger effects section. -
Using the "say" command on vehicles/objects
Agalloch posted a topic in OFP : MISSION EDITING & SCRIPTING
For a mission I was making, I wanted vehicles to play sounds from the radio, represented as having the sounds coming from the vehicle itself. I tried using the "say" command, but it would only work on individual units and not directly from vehicles or objects like an actual radio. I got around this by referring the sounds to cfgradio and having a script that detected when a unit was inside a specified vehicle to use the "vehicleradio" command on one of the crew members, although my original intention was that the sounds could also be heard outside the vehicle. However for future reference, is there any way possible for a sound source to come from an inanimate object? I know something like that is possible in the later titles, but I'm hoping that it may also work in this two decade old game. edit: Just realized that it probably should be considered I'm using 1.96 -
Just checked back on this mod after a few years. Nice to see it was updated fairly recently, loving the unit variety. Would love an Islands addon folder. Although I have it, I am slightly annoyed that I need to have 1.99 to use some of the units, since I mostly use 1.96 for reasons. Last Note: Can't access the mission files, because they require an addon "chinaww2infantry" that is not in the mod.
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A little late to reply, but I wanna express support and say that I hope this comes out. From my experience from OFP to Arma 2 and even with mods, the ai definitely still has a lot to improve on.
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https://drive.google.com/open?id=0B3rBVeNghsPuaWJ1b1ItamttTEE Not confident that this is okay to put this here, but the link is the rar file for the VME PLA1979 mod. I found it through some Russian site that had a link to another Russian file hosting site. Since I forgot where the exact download location was, and since some or a few people might have trouble finding the mod including me before; I decided to upload it to my google drive and share it with you guys.
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So let's say a year ago, I decided to do something that ended up getting my friend really mad. If you want more details, was playing a MFCTI mission and I accidentally blew up a plane he has been saving up for. Now we're cool, but he still has me permanently banned, because we do not know how to get the game to unban me. I tried reinstalling, and I think one of those admin commands which may have been something like "unban (User id)." Both did not work. Anyone got an idea? Edit: Oh well, it has been fixed. We deleted a ban.txt file that was outside the game folder.
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- Multiplayer Ban
- Ban
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Using SLX GL3 and Wounds addons with Mod/Addon units.
Agalloch replied to Agalloch's topic in ADDONS & MODS: DISCUSSION
Ai does seem a lot better now. Thanks. Only thing I need now is to get the wounds addon working. Edit: Seems as though the gl3 init line is actually causing incapacitations. Think i'm good here. Once again, thanks for the help. -
Using SLX GL3 and Wounds addons with Mod/Addon units.
Agalloch replied to Agalloch's topic in ADDONS & MODS: DISCUSSION
Oh didn't notice that. Will try and see if it works. Any idea how to get the wounds addon working though? -
Using SLX GL3 and Wounds addons with Mod/Addon units.
Agalloch posted a topic in ADDONS & MODS: DISCUSSION
Is there a way to make the SLX GL3 and Wounds addons work with other units from different mods? When I use the SLX mod with other mods such as TonalRedux (and the nonredux version), CSLA, and VTE mod. The units do not get incapacitated, and behavior does not seem to be any different besides a higher engagement range from what I observe. I would've been okay with that, until I tried the Falklands War mod. In that mod, one side (argentine soldiers) had units that were able to get wounded and seemingly had much better behavior. The other side had the opposite effect, behaving just as what I described in the first paragraph. I thought it was strange that only one side of units from this mod was able to get the behavior effects of the slx mod, somewhat breaking immersion and giving the other side an unfair disadvantage. So, is there any way to implement the GL3 and SLX wounds addons to work with addon units that would otherwise show no effects?