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Coolio56

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About Coolio56

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  1. Coolio56

    Scripting Direct Chat

    No dice, I'm afraid.
  2. Coolio56

    Scripting Direct Chat

    I'm sorry but I couldn't follow that at all. What exactly would I have to do to do...that.
  3. Hey guys, I'm making a mission and in one scene I want people from one faction to talk to another while their name is displayed, specifically I want BLUFOR to be talking with INDEPENDENT. Originally I tried global chat, but with global chat when they speak it only shows their faction, rather than their name. So I tried using custom chat. I have radio.sqf which is activated at the start to add the custom channel. _index = radioChannelCreate [[0.96, 0.34, 0.13, 0.8], "Direct Chat", "%UNIT_NAME", [US4, RG2, RG3, RG1, US3, US2]]; and then I have the dialogue itself that is activated by a trigger when the player activates it. RG2 customChat [1,"'Bout fucking time you bundas got here!" ]; sleep 3; US2 customChat [1,"The fuck?" ]; sleep 3; US4 customChat [1,"Hey, just calm down. What's going on here?" ]; sleep 3; RG2 customChat [1,"I reckon it's pretty simple what's going on here." ]; sleep 3; RG2 customChat [1,"Sarge is injured, pilot is dead, you porras are late." ]; sleep 3; US2 customChat [1,"The fuck is a 'porra'?" ]; sleep 3; US4 customChat [1,"Curtis, let me handle this." ]; sleep 2; RG2 customChat [1,"There's nothing to handle here, just call in your chopper because this place is already starting to swarm with commies." ]; sleep 3; US4 customChat [1,"Alright, Curtis call in Sunray." ]; sleep 2; US2 customChat [1,"Which one?" ]; sleep 3; US4 customChat [1,"The one that's still flying, for fuck's sake." ]; unfortunately when the trigger activates nothing happens, no dialogue is shown at all. So if anybody here understands custom radio channels I'd like to see if you could help me with this. Thanks.
  4. Coolio56

    My Intro Will Not End

    Do you mind if I pray to you like a god? Because you just fixed my day long issue in one swoop.
  5. Coolio56

    My Intro Will Not End

    I tried that and unfortunately it had the same effect as activating an end trigger.
  6. Hi everybody, I'm currently starting to make intros for my scenarios and I've got everything to work but one thing, my intro will not end, it always returns to the player and I have no control. I've searched around for hours but have always gotten the same answer that does not work; I try using a trigger to end the mission that is set to condition "end1" and my script activates condition "end1", but the intro won't end. If I set the end to fade the fade happens, but the intro does not end. It is in the intro part and not in scenario, so that isn't the issue. I've only managed to find one person who had the same exact issue as me, and they just posted "fixed it" and nothing else, so that's infuriating. my intro.sqf // by ALIAS // nul = [] execVM "intro.sqf"; if (isDedicated) exitWith {}; playmusic "music1"; cutText ["3:20, 1 hour before sunrise...", "BLACK IN", 3]; if (!isNil "_camera_run") exitWith {}; _camera_run = true; _firstshot = [cam1, cam2, target1, 8, 1, 0.3, false,0,0,0] execVM "camera_work.sqf"; waitUntil {scriptDone _firstshot}; cutText ["Surrounded on all sides, it seems bleak.", "BLACK IN", 3]; _secondshot = [cam3, cam4, target2, 8, 1, 0.3, false,0,20,0] execVM "camera_work.sqf"; waitUntil {scriptDone _secondshot}; cutText ["You must reach camp.", "BLACK IN", 3]; _thirdshot = [cam5, cam6, target3, 8, 1, 0.3, false,0,0,0] execVM "camera_work.sqf"; waitUntil {scriptdone _thirdshot}; cutText ["Rise of the North - Prologue", "BLACK IN", 3]; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [100]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 4; end1=true and camera_work.sqf // by ALIAS // _camera_shot= [position_1_name, position_2_name, target_name, duration, zoom_level1, zoom_level_2, attached, x_rel_coord, y_rel_coord, z_rel_coord] execVM "camera_work.sqf"; _campos1= _this select 0; _campos2= _this select 1; _targetcam = _this select 2; _camera_duration = _this select 3; _zoom_level1 = _this select 4; _zoom_level2 = _this select 5; _cam_attached = _this select 6; _x_coord = _this select 7; _y_coord = _this select 8; _z_coord = _this select 9; // to do exception management // if ((isNull _campos1)or(isNull _campos2)or(isNull _targetcam)) then exitWith {}; // to do camera effects, transition effect and post-processing ? // ---------------------- if (_cam_attached) then { _camera = "camera" camCreate (getpos _campos1); showCinemaBorder true; _camera attachTo [_campos2, [_x_coord,_y_coord,_z_coord]]; _camera cameraEffect ["internal", "BACK"]; _camera camCommand "inertia on"; _camera camPrepareTarget _targetcam; _camera camPrepareFOV _zoom_level1; _camera camCommitPrepared _camera_duration; sleep _camera_duration; _camera cameraeffect ["terminate", "back"]; camDestroy _camera; } else { // initial/start position where camera is created _camera = "camera" camCreate (getpos _campos1); showCinemaBorder true; _camera cameraEffect ["internal", "BACK"]; _camera camCommand "inertia on"; _camera camPrepareTarget _targetcam; _camera camPrepareFOV _zoom_level1; _camera camCommitPrepared 0; // poz 2 - where camera is moving next - target2 _camera camPreparePos (getpos _campos2); _camera camPrepareTarget _targetcam; _camera camPrepareFOV _zoom_level2; _camera camCommitPrepared _camera_duration; sleep _camera_duration; _camera cameraeffect ["terminate", "back"]; camDestroy _camera; }; if you need any other resources to diagnose the issue please let me know.
  7. I tested it and I am able to publish any scenario except for this one. I've also noticed that anything I write in the description or title gets reverted when the publishing reaches halfway, I'm not sure how relevant that might be. I find it very strange this is happening. EDIT: Thank the lords, I tested it once more in desperation and after an hour at halfway it finally worked. Thanks for the help, Tom.
  8. Sorry about that, I selected the wrong option when uploading the file. Here's the key, it should work !wrblRRlpT7XCH1_zUTmw15vbci_4bi1erOiNiNfBzsU
  9. I'm not 100% sure this would go here, so if any moderators would like to correct me that'd be great. Basically the issue I'm experiencing is when attempting to publish my scenario to the Steam Workshop from the Eden Editor. It freezes always at the exact same point, halfway through the upload process and I have to quit through task manager. It only does this for this one scenario, so I'm presuming it's an issue in the scenario. Here's the scenario (https://mega.nz/#!K4M1zTaJ) I'd just like to say, if you are going to test publishing it to the workshop please do it as a private workshop upload to avoid confusion for when this scenario does make it to the workshop.
  10. I'm afraid that didn't work
  11. I'd like to have it so one trigger can stop another trigger, which is on a countdown. To give the example of my mission I have it once you are spotted you have only 5 minutes to reach an objective before the mission fails, but once I reach the objective the countdown is still going. So I'd like to know how I can abort the countdown trigger with the objective trigger. (visual representation in case my explanation is horrible) Any help is appreciated.
  12. This might not quite fall under here, but I feel most comfortable putting this here. Basically what I want to do is to create a unit in the Virtual Arsenal and have it be saved as its own unit that I can just drag and drop when in the Eden Editor. If that isn't possible, is it possible to have it overwrite another unit's loadout as default? Any help is appreciated.
  13. Coolio56

    setSlingLoad Error

    I had a suspicion that might be the case, but regardless, it seems the vehicle is irrelevant to this error. That wouldn't hurt, but unfortunately they don't do much to aid me. Perhaps the command needs to be ran in a script?
  14. This one is pretty simple. I'm attempting to get a Taru to sling a Tempest (Device). I understand that the Tempest (Device) could be too heavy for the Taru so if that will be an issue I'd like suggestions how to fix that as well, but I'm getting ahead of myself. I have the Taru named as heli1 and the Tempest as c1. It should be simple, in the heli's init I have _slingable = heli1 canSlingLoad c1; heli1 setSlingLoad c1; but every time I try this or any variation, I get Init: Type Bool, Expected nothing. I have no idea what that error message means and every search I did seemed to not help me.
  15. I have two scripts that I'm attempting to run animations with, animPlay.sqf and animLoop.sqf. I've used both and sometimes they work just fine, but most of the time I'll get stuck in an infinite loading screen, and sometimes no matter what I do just infinite loading screens, very frustrating. animPlay.sqf is for playMove animations. it goes as such; _unit = _this select 0; _anim = _this select 1; while{alive _unit}do{ _unit playMove _anim; waitUntil{animationState _unit != _anim}; }; and then I have animLoop.sqf for switchMove, and I have a suspicion this is what causes the infinite hangs. _unit = _this select 0; _anim = _this select 1; while{alive _unit}do{ _unit switchMove _anim; waitUntil{animationState _unit != _anim}; }; I execute them with 0 = [this,"ActsPercMstpSnonWnonDnon_talking02"] execVM "animLoop.sqf"; or 0 = [this,"ActsPercMstpSnonWnonDnon_talking02"] execVM "animPlay.sqf"; in the unit's ini line. As I said sometimes it works, but most times I get stuck in the loading screens. Any help is appreciated.
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