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ALPHIVE

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Everything posted by ALPHIVE

  1. Thank you for your help guys ;) Here you can find my screenshot of my trigger configuration
  2. Yeah bro, nothing happens when i get inside the trigger :/ and i configured it well :/ When i get inside, my weapons are not removed :'(
  3. Thank you so much Georges, it works perfecly ;)
  4. Hi everybody, To make autorepeat say3D, i use this command : nul = [this] spawn {while {true} do {(_this select 0) say3D "ALARM"; sleep 12;};}; Every 12 second, the sound ALARM is played. But how can i do, to make this sound hearable by all players on my server and, how i must do to set a distance to this sound ? I want that the sound ALARM : -repeat each 12 seconds -can be listened at 40 meters maximum -Can be listened by players on my server (remote exec ?) If you have a code line for this, thank you by advance guys ;)
  5. Hi everybody, I tried everyything but no one worked :'( ... I want, when i push "Activate alarm" on my computer, that everybody in my base heard the alarm I use actually this command alarmFB2 say3D ["Sirenair", 1500, 1]; in alarm1.sqf, and in my mission i call this script through this addAction["Activate Alarm", "scripts\alarm1.sqf"]; (that i placed on INIT in a computer) But when my server is up, im the only one who heard it ... So my question is : is there a way for players on my server heard my say3D when i activate through call to action ? Is there a command i miss ? Thank you for you help guys
  6. Everything work perfectly, thank you all of you guys !
  7. Really, thank you for your precious help 😄 (i placed the missing parenthesis) The command worked perfectly and players on my servers listened the alarm 🙂 i will try your synchro say3D script ! 😄 Beside this, im really happy to see someone that takes time to explain clearly like that
  8. Neo i got an error when i place this on INIT box of my computer : And, based on this command, if i want activate the song on severals objects in same time, how can i do ? (for exemple i want activate alarm on "AlarmFB2", "AlarmFB3" and "AlarmFB4" objects)
  9. I will try that thank you for your help guys !
  10. Hi George, do i place this in my SQF file "alarm1.sqf" ? Or just after addaction ?
  11. Salut Legcs ahahah
  12. Hi everybody ! :D Im glad to show you here after some months of development the 0.3 version of ARMA H HOUR ! Link : http://www.moddb.com/mods/arma-h-hour Link to photos : http://www.moddb.com/mods/arma-h-hour/images Link to download : http://www.moddb.com/mods/arma-h-hour/downloads What is ARMA H HOUR ? This mod has for goal to reproduce the universe of Arma 3, already close to C&C Generals realist universe. Play and see the Arma 3 game from another angle of view with this mod that can complete the background of Arma 3 licence. What do i need to play this mod ? You need Command & Conquer Generals and Command & Conquer Zero Hour installed on your computer. Then, download the mod and install in the game directory (generally its C:\Program Files\EA Games\Command & Conquer Zero Hour. Start the game and enjoy ! PS : you can find the game here its a fan website : https://command-conquer-hq.wixsite.com/cachq Is there a storyline ? Yes there is but it will be deployed after the modding phase done. Story : We are one month after the earthquake of Altis and the global assault of CSAT forces on Altis. After have got informations from Kerry, that could escape of Altis by chopper, NATO decides to send the Foxhound Strike Force (FSF), that is the main operationnal division of NATO in southern europe area, to retaliate and take back the two islands of Altis and Stratis. Their objectives are simples : capture all facilities that can contain the new earthquake bomb prototype, take back strategic bases and neutralize CSAT Forces. "We have to do this, for all Aegis Task Force members" Features in game Factions -NATO - Foxhound Strike Force (FSF) / BLUFOR -UN - International Development & Aid Project (IDAP) / BLUFOR -CSAT - Harpass Battlegroup (17HB) / REDFOR -AAF - Liberation Group of Sporades Thraces (LGST) / GREENFOR Their Goals -FSF : Strategic force sent to take back Stratis and Altis -IDAP : Special group sent to protect and help population -17HB : Special battalion of CSAT Forces that has for goal to keep Altis and Stratis -LGST : rebels from Altis population that can be hostile or friendly, depending to their interests Ingame modifications The goal of the mod is to have the most objects replicated from the original Arma 3 game. In the beginning, the more stable features will be NATO/CSAT/GUERILLA/CIVILIAN buildings. In a second time, units will be edited to be closer to Arma 3. However obviously, like Arma 3 do not have "C&C compatible" buildings in its gameplay (i mean Strategic Center, War Complex, etc...), all forces buildings will be remade to match with the A3 environnement, even if its not in A3 game. As you can see on picture, a big work will be done on civilian building to reproduce military and civilian structures, to make the mod immersive, to make you play Arma 3 with another vision, another dimension. Maps : welcome to stratis ! We want to reproduce Arma 3 with this mod, by the way, we will obviously rebuild by our hands Stratis and Altis island. Stratis will probably will be one map only but, Altis is pretty big and risk to not fit on map. That is why we risk to split the maps in some parts obviously playable in solo and multi. Do not hesitate to ask questions ;) the mod is not finished at all but a lot of features are already implanted, according to the photos you can see on Moddb ;) If people want to help me to dev the mod (making reproductions of stratis/altis, etc.. or make buildings/units.) it would be a pleasure !
  13. Aaah fuck sorry bro i posted there but yeah maybe its not the good place :( Moderators can move i didnt know where to place the thread Glad you like it ! :D
  14. Hi everybody ! I wanted to thank people for their support on the project, even if its very Young project, im glad people like it so thank you for that :) This mod has for goal to reproduce the universe of Arma 3, already close to C&C Generals realist universe. Play and see the Arma 3 game from another angle of view with this mod that can complete the background of Arma 3 licence ARMA H HOUR : http://www.moddb.com/mods/arma-h-hour This news post will talk about the project in general and the features that will be implanted : First, the Background/Story We are one month after the earthquake of Altis and the global assault of CSAT forces on Altis. After have got informations from Kerry, that could escape of Altis by chopper, NATO decides to send the Foxhound Strike Force (FSF), that is the main operationnal division of NATO in southern europe area, to retaliate and take back the two islands of Altis and Stratis. Their objectives are simples : capture all facilities that can contain the new earthquake bomb prototype, take back strategic bases and neutralize CSAT Forces. "We have to do this, for all Aegis Task Force members" Then, features in game Factions -NATO - Foxhound Strike Force (FSF) / BLUFOR -UN - International Development & Aid Project (IDAP) / BLUFOR -CSAT - Harpass Battlegroup (17HB) / REDFOR -GUERILLA - Liberation Group of Sporades Thraces (LGST) / GREENFOR Their Goals -FSF : Strategic force sent to take back Stratis and Altis -IDAP : Special group sent to protect and help population -17HB : Special battalion of CSAT Forces that has for goal to keep Altis and Stratis -LGST : rebels from Altis population that can be hostile or friendly, depending to their interests Ingame modifications The goal of the mod is to have the most objects replicated from the original Arma 3 game. In the beginning, the more stable features will be NATO/CSAT/GUERILLA/CIVILIAN buildings. In a second time, units will be edited to be closer to Arma 3. However obviously, like Arma 3 do not have "C&C compatible" buildings in its gameplay (i mean Strategic Center, War Complex, etc...), all forces buildings will be remade to match with the A3 environnement, even if its not in A3 game. As you can see on picture, a big work will be done on civilian building to reproduce military and civilian structures, to make the mod immersive, to make you play Arma 3 with another vision, another dimension. Maps : welcome to stratis ! We want to reproduce Arma 3 with this mod, by the way, we will obviously rebuild by our hands Stratis and Altis island. Stratis will probably will be one map only but, Altis is pretty big and risk to not fit on map. That is why we risk to split the maps in some parts obviously playable in solo and multi. Multiplayer compatibility We want the mod compatible to 1.0 and 1.4. Why 1.0 ? Because 1.0 do not make mismatch with LAN system when 1.4 make mismatch very often with any modded version. Even if the mod will be able to be on version 1.4, we dont want to force people to patch their game to be fucked on LAN later. If you have questions or you want to help me do not hesitate to ask or drop message here :) A3H Team
  15. Hi everybody, and thank to all the community to help people ! :D I have something i want to make but i really dont know how to do this :/ I want make radiation zone with a trigger or a marker (so this area kill you), and beside this i want that people that come to radiation zone : -dont die if they have AAF_pilot_headhelmet -die if they dont have the AAF_pilot_headhelmet Im not extremely good at scripts im beginner so do not hesitate to explain or write any steps and file's name needed, or where i must place things :) Thank you guys !
  16. Hi everybody, i use say3D everytime to make ambiant soon and since the update, i heard sound over the distance i said in the description.ext, that is completely boring ... i send you the script use in Say3D that worked well until now ... class speech1 { name = "speech1"; sound[] = {"sons\speech1", 65, 1, 6}; titles[] = {}; }; The distance is at 6 and i heard at more than 50 meters now ... I use this command on object INIT : nul = [this] spawn {while {true} do {(_this select 0) say3D "speech1"; sleep 56;};}; To play each 56 seconds ... Need help guys :'(
  17. Hi everybody, i use say3D everytime to make ambiant soon and since the update, i heard sound over the distance i said in the description.ext, that is completely boring ... i send you the script use in Say3D that worked well until now ... class speech1 { name = "speech1"; sound[] = {"sons\speech1", 65, 1, 6}; titles[] = {}; }; The distance is at 6 and i heard at more than 50 meters now ... I use this command on object INIT : nul = [this] spawn {while {true} do {(_this select 0) say3D "speech1"; sleep 56;};}; To play each 56 seconds ... Need help guys :'( EDIT ********************************************** Ok so it changed. class speech1 { name = "speech1"; sound[] = {"sons\speech1.ogg", 6, 1}; titles[] = {}; }; that is the correct one But how set the volume ?
  18. ALPHIVE

    How loop an animation ?

    @Larrow the character does the action but doesnt repeat the animation :(
  19. Hi everybody ! I got a problem with the system i want to make :/ to explain you clearly i use the following code to make spawn ennemy units : missionNamespace setVariable ["BAS_unitObject", (createGroup east) createUnit ["O_Soldier_F", thisTrigger, [], 0, "NONE"]]; Problem, when i place any structure, and i want the unit spawn ON the structure, the unit will just spawn at ground level, INTO the structure, that fucks the project i want to do :( So the question is : do you have an idea about how i could make my ennemy unit spawn with height through the trigger ? i need to make them spawn at 5 meters Thank you again for your awesome help you do everytime !
  20. ALPHIVE

    How loop an animation ?

    Thank you bro i will look at this ! :D
  21. ALPHIVE

    How loop an animation ?

    Hi guys thank you for you help ! @Alert23 ok i will try this asap ! @Larrow i place your script in sqf like anim.sqf, and in the init of the unit i place the script sentence execution ? or do i place your script directly in the init of the character ? thank you guys for help !
  22. Hi everybody ;) I would use this script to make visual effect through trigger : PP_wetD = ppEffectCreate ["WetDistortion",300]; PP_wetD ppEffectEnable true; PP_wetD ppEffectAdjust [2.77,0.2,0.2,2.51,1,1,1,0.05,0.01,0.05,0.01,0.25,0.1,0.2,0.2]; It works well but i want that after 10 seconds it comes back in normal view, do you have tips to make this ? Thank you guys for your help again ! :D
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