Jump to content

ahmedslimkw

Member
  • Content Count

    283
  • Joined

  • Last visited

  • Medals

Posts posted by ahmedslimkw


  1. Hello!

     

    This might be a silly question but I literally searched everywhere even looking at the files for the music but with no avail, I'm searching for the Keystone music at the end of the mission. There is a cut scene with the music in place followed by the apex logo (tried not to spoil anything for some innocent passerby :P) 

     

    i took a look at all apex soundtracks at the triggers and I found nothing, searched on YouTube and found nothing. Maybe the music is specifically made for the mission?

    I'm going to use the music on my campaign for the intro sequence. 

     

    If anyone knows the music name I would really appreciate it if you could comment it down here! :D 

     

    Thanks a lot guys!

     

    EDIT: I found that damn music after snooping around every music track on arma 3! Turns out it was the Arma 3 this is war apex remix. Its around the middle-ish of the track. Hopefully this will help any mission designers looking for a nice track for battles!


  2. This is really great! Been waiting for a full CTRG modification for a long time and the fact this adds weapon is even more marvelous!

     

    since you seemingly are Retexturing assets with the CTRG camouflage pattern could you possibly put the camouflage pattern for everyone to use in this thread? :) I remember you sent me a great CTRG pattern which I managed to patch together with the help of the template but still it doesn't match the uniform. Pretty off topic I guess but it would be a huge help if the CTRG pattern is posted here! :D

     

    wish you the best with this mod and il follow it extremely closely!

    • Like 1

  3. On December 24, 2016 at 3:55 AM, road runner said:

    Okay a workaround for that is to give your profile face the diving mask, I've managed to be able to also switch in and out of the diver gear via both spyder addons and the load out editor V2.0

    I've also been able to get the AI to also show the dive mask, another workaround is adding to the unit's init                this add G_B_Diving

     

    Thanks a million for these work arounds! Since my character has a custom face made by me I could do the first one I presume in the config.cpp of my face. But I also use the diving mask since it looks cool :P

    • Like 1

  4. My thoughts are with the german people and victims of this horrible tragedy, I sincerely hope that terrorist or murderer will be caught and face justice.

     

    God why does terrorist attacks always happen when people are in their most happiest mood this Christmas...


  5. On ‎12‎/‎17‎/‎2016 at 5:08 AM, road runner said:

    where does that go mate? here?

            class ItemInfo: UniformItem
            {
                uniformModel = "-";

                uniformType = "Neopren";
                uniformClass = "NSWDG_Operator_CS_OD";
                containerClass = "Supply40";
                mass = 40;
            };
        };

    yep it goes right over there mate! Sorry for late reply been really busy the last three days.

     

    i am also unable to clear the blurry underwater vision + the dive mask not showing but I at least got this thing to work so that the player won't really have to swim at a puddle for so long.


  6. Hello!

     

    I tried searching online but i didn't came with any results, Im trying to make my uniform able to swim normally or dive like a wetsuit even though it isnt a wetsuit. I think there is a config example but when i open the wetsuit config i still didn't find what makes it diveable.

     

    Is there a possible config that i must put in order to get my uniform to swim normally?

     

    Thanks!

     

    EDIT: Strange, Seems like i found it by a coincidence while i was copy pasting some config examples of the wetsuit.

     

    Here's the answer for any person who might stumble across this thread:

     

    Just insert this

    uniformType = "Neopren";

     

    • Like 2

  7. Malden is one of the Islands which OFP was set on, the Soviets tried to invade it in the OFP Campaign but were unsuccessful. Its unlikely we will see Russians with it, but who knows!? Its quite likely Malden still has its airbase for USA military, but that may be enough for the Russians to try again so to speak ;)

    Ah now that makes sense! :D billion thanks for telling me! I'm now having a slight tiny sense of hope the Russians will make a come back! (Russian voice protocols... I love those)

    I think at the very best we will just get this island but the fact that this is free makes me really happy!

    Well, i thought so, because i found a russian CSAT uniform in the gamefiles

    Hidden texture for the raven PMCs apparently :) I thought it was Russians too when I was new then even said Farsi was russian. Until out of nowhere some guy spat a arabic word out in one of the scenarios last year!

    Edit: ninja'ed by nightmare, Woops!

    • Like 2

  8. CSAT is russian as far as i know (Pacific CSAT is Chinese).

    But i don't think that there will be a "real" Russian faction, since there isn't even an American/French/German/Chinese or whatever.

    Actually CSAT altis is Irani :) they speak Farsi which is persian. Oh and their crates has arabic-ish style writings instead of Russians. Russia isn't a CSAT member I think but they do arm the Chinese and Iranis.

    In the malden free dlc maybe?

    But I do like the Russians more than the current CSAT, I mean their language is cool and such! (Civilians would probably make me smash the purchase button as their outfits... Err I think are better with their fancy suits :D) oh and flora CSAT uniforms...

    I'm almost certain they won't bring Russians in Malden free but I can only hope, I'm not really a arma veteran so I don't know if Malden has any Russians in it.

    • Like 3

  9. Yeah i hope for that too man, i'm working on some videos and probably in one of them i will need the same animation that appears in the trailer :/

    Well I'm working on a mafia campaign and I need some really cool introduction animations for the cutscene, I hope we can find our solutions soon! (Maybe the guy below me found it out? I could re-add the animation with the config line)

    Check my animations, it's possible to fire weapon while in animation. If there is canPullTrigger= 1 you can fire the weapon, if it's 0 you simply cannot > a3\anims_f\config\sdr\config.cpp

    Thanks a billion man! Il try to do it maybe tomorrow as I'm pretty busy today and I'm almost sure you found out the solution!

    I mean what they might have done, is visually edited in the appearance and sound of shooting in a video editor after they recorded the ingame footage.

    That could be possible but it looks so real like ingame footage and I didn't even saw any abnormalities. Maybe the guy is absolutely brilliant at editing I guess!

    Thanks for your help guys and have a splendid day!


  10. Man i'm searching the same stuff and also me can't get this to work :/ i'm in contact with someone that probably have a solution. If i find out something i will write here mate :)

    Same here apparently :( been looking for a solution for so long up until September with no avail. Thanks for seeking it out! Hopefully we will find out a solution!

    Are you sure it wasn't added in post production?

    Not sure on what you mean but I'm pretty sure it isn't working months after the trailer was released.

    Cheers guys and have a splendid day!

    • Like 1

  11. Update

    - v 1.2 -

    Persistent cash (toggleable), see HG_SVSS\Config\HG_Config.h

    Persistent vehicles (toggleable), see HG_SVSS\Config\HG_Config.h

    Cash display in HUD (toggleable), see HG_SVSS\Config\HG_Config.h

    Ability to set start cash, see HG_SVSS\Config\HG_Config.h

    Ability to give money to other players

    Virtual garage

    Ability to lock/unlock owned vehicles

    Oh this is really freaking good! Splendid job man! All the stuff that I wished for is here! :D

    Thank you so much man!

    • Like 1

  12. Just add a script connect to the config so when the unit spawn run a code that will select the gear random

     

    something like this for the code

     

    _Array = ["U_Vory_Apparel_Blk","U_Vory_Apparel_Wht","U_Vory_Apparel_Red","U_Vory_Apparel_Gry"];

    _select = _Array call bis_fnc_selectrandom;

     

    hint format ["%1",_select];

    Ah splendid! Thank you so much for the code! This will be very handy.

    Cheers mate! Thank you for your help! :D


  13. Hello all!

     

    So i searched and found nothing other than scripts ingame which isn't the thing i need like randomizing uniform.

     

    Is there a possibility for uniforms + headgears to be randomized? Im trying to give the uniforms 50% chance to spawn instead of me having to create multiple units.

     

    The uniforms that i tried to find a way to randomize onto a unit (im so confused trying to explain this) are:

     

    U_Vory_Apparel_Blk, U_Vory_Apparel_Wht, U_Vory_Apparel_Red and U_Vory_Apparel_Gry

     

    here is my config for the unit i need to be randomized:

        class Vory_Soldier: B_soldier_F {
            author = "Velocity-Overdrive"; 
            _generalMacro = "B_soldier_F"; 
            scope = 2; 
            displayName = "Zhukov"; 
            identityTypes[] = {"Zhukov"}; 
            genericNames = "NATOMen"; 
            faction = "Vory_V_Zakone";
            model = "\Vory_V_Zakone\Uniforms\Suit.p3d"; 
            uniformClass = "Vory_Outfit_Blk"; 
            hiddenSelections[] = {"Camo"}; 
            hiddenSelectionsTextures[] = {"\Vory_V_Zakone\Uniforms\Data\U_Vory_Apparel_Blk_co.paa"}; 
            hiddenSelectionsMaterials[] = {"\Vory_V_Zakone\Uniforms\Data\U_suit.rvmat"}; 
            weapons[] = {"Throw","Put"}; 
            respawnWeapons[] = {"Throw","Put"}; 
            magazines[] = {""}; 
            respawnMagazines[] = {""};
            linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
            respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio"}; 
        };
    

    Hopefully there is a solution to this problem! Pardon me if this was confusing as i didn't really know how to explain it.

     

    Thanks!


  14. To me this sounds more like "please don't do bad writing". :P

     

     

    While we are at it... Any native english speaker around who'd like to proofread the text for my soon or not-so-soon upcoming CSAT campaign? 6 missions, briefing + dialogue text. Focus would be grammar and military bullshit.

    Ah, My apologies XD Everything is say i usually screw up and make it sound like a demand :P Im sorry! Its actually not dont do bad writing but i mean avoid repeating it :) I really have no problem with dialogues and was just inserting my 2 cents :D

     

    Im not a native english speaker and still is learning english but.... (CSAT campaign? 6 missions + briefing??? Looks like i got something else to look out for :D)


  15. What exactly are "plain dramatic cliche military lines" for you people?

    It's gonna be pretty hard to explain but what I mean is that the dialogue is repeatedly using the same line without changes such as "Copy That" and by dramatic I mean by voice acting actually, they scream into the mic. You could speak normally and add a dose of awareness into screaming in the mic which usually doesn't sound dramatic.

    Usually this isn't the case since most campaigns I played didn't used cliched military lines and are often pretty creative/realistic!

    I think a lot of people don't understand how expensive sourcing voice acting is. I had big plans to do a fully voice acted campaign. Then I got some quotes. Scrapped that project in a hurry because I didn't have hundreds and possibly thousands to shell out for what was essentially community service to Arma players. And we all know asking for donations yields nothing; let's not kid ourselves here, if it's free people will only use it for free.

    I definitely understand how expensive voice acting is that's why I pointed out on the post about using subtitles + setRandomLip. But my post was more towards the people who had plans on making voice acted campaigns :) People who voice act/pay for voice acting earns my respect since they literally payed for us to have fun be immersed!


  16. Coud You Add Cars That Drive Around It Woud be A Good Edition To This Map Then i Coud Have Fun In This Map ? Reply Back soon

    Im not him but il tell you what might happen :)

     

    It probably wont happen since high quality cars usually take alot of effort and this map alone will suck most of their time sadly. Maybe soon some talented guy (I really hope that happens and it wont turn out its stolen. Max Joiner does some pretty outstanding work with his "Max Life Pack" So you probably want to pair it with this one :D Bear in mind the interior is pretty low quality but i understand why.

     

    Cheers!


  17. Old thread, but harking back to it's original discussion about what makes for a good campaign. Someone said that Voice Acting/Dialogue isn't so important because it's hard to do - while I really do appreciate just how hard it is to find someone who can do voice acting, I don't think you can underestimate just how immersion breaking bad voice acting is. Not just the acting, but bad dialogue too.

     

    One campaign, I won't mention which because I've no wish to hurt anyone's feelings, the voice acting was so cringeworthy that I really struggled to remain interested. Things like including garbled 'military-esque' cliches you've seen in far too many bad action films while putting on a 'tough sergeant' voice is not OK and it's nothing at all like the real world. Most soldiers, officers and NCOs talk to each other very normally, they aren't growling, scenery chewing characters who can only talk in clipped orders - if you're going to write dialog, just write it the way you would talk to your friends, your boss or a stranger in real life. Do not feel tempted to through into any military terms unless you actually understand what they mean, and never overuse them. Truthfully, for good voice acting you don't need to act, use your own voice and say it naturally, calmly, do not over-stress syllables or add intonations etc.

     

    Lastly, you could learn something from watching some of Dyslecxi's ShackTack videos - when he gives a briefing or orders to other players, he's not acting, he's just being himself relaying instructions as I presume he would in real life were he suddenly dropped into the army. That's what you want to aim for, not what you see in the movies.

    I definitely agree, While voice acting is extremely hard to deliver (At the very least, Low quality. Higher quality = Payment and some people like me cant afford it) plain dramatic cliche military lines are pretty immersion breaking just like what you said.

     

    I always go with subtitles + setRandomLip true since those two combined together might actually be better than without a proper dialogue. When i also design the chatter/subtitles i always make sure it looks realistic and avoid not needed chatter. Although humor at the perfect time is good too. Since my campaign has literally nothing to do with NATO/AAF/CSAT it instead focuses onto criminals. That way i can add some seriousness and definitely humor while the player drives around. Since its IMO realistic cause when your driving around sometimes your passenger wont be silent. Humor is kept to a bare minimum though.

     

    Take an example for Resists voice actors, Completely professional but they are paid thus they usually produce high quality voices (Pretty rare to find a fellow lad who wants to give out high quality voice acting for free! Im probably wrong with this one too)  possibly the majority cant afford that (Im probably wrong)

    Humor at the beginning when there is absolutely no reason to remain serious. Full on serious at the right moment, Helicopter speaker sounds realistic, Greeks and Iranians sound... Well Greeks and iranians.

     

    And an example of a great campaign without voice acting is indeedPetes M.E.R.C.S i mean, The literal new dialogue option, RPG styled dialogue. Speakers face shown real-time. Lip movement. Humor added in cause well... They are mercenaries. I loved the design of the dialogues which makes it unique instead of radioChat which looks weird. Although the new splendid dialogue from BIS sure is fancy!

     

    I havent really played any other games other than Arma 2 (I love the russian voices, IDK why they are just so cool and sometimes pretty serious.) but when i watched the ending of OFP. I immediately noticed how weird the guy who said "I got almighty on the line" as they never really had that type of accent in further Arma games, Probably why Arma 3 voice acting is by far my favourite in the east wind! The chaos from all callsigns is pretty immersive. (Charlie sounds like some guy who is literally unkillable. But... :()

    • Like 1

  18. Hi and thanks for your feedback.

     

    I will add a virtual garage in the next update where you can store and retrieve vehicles you bought. Of course vehicles will be persistent (only for the active profile, each profile will have a different save variable).

     

    What do you think?

    Hello!

    That sounds splendid! Definitely love the idea (Can't see why I haven't thought about that!)

    It's also good to know that vehicles will be persistent :) Maybe there are work rounds for the vehicle to be taken to another mission at the same spot.

    Love it! Can't wait for the update!

    Cheers!


  19. Hello there HoverGuy! I must say i love your shop systems! Perfect timing as i was planning on what to do for my open world mission and found this on armaholic :D

     

    I got a question though, Since im making a campaign and its impossible to be a one-mission type for me since it uses too many units that everything will just explode (Or break) is it possible for these vehicles to be persistent? Lets just say the player buys the car, It gets saved and the player can get it again for free (But with 10 minute delay if possible?) and or lets just say the player buys it and drives to one location that triggers another mission. Once the next mission load the car is still there. Is it possible? Im sorry for the confusing comment. Couldnt explain it properly :)

     

    Im thinking "SaveVar" Could work but i dont really know much to be honest about persistency.

     

    Thank you so much for your shop system scripts! They are extremely handy and fun to play around! (Especially the clothing shop system. Love it!)

     

    Cheers!

×