Jump to content

QuiveringT

Member
  • Content Count

    29
  • Joined

  • Last visited

  • Medals

Everything posted by QuiveringT

  1. I would like to disable the vehicle panels showing GPS, radar, and crew. I have tried using the showHUD command and its parameters, but it does not work for vehicles.
  2. I am making a mission where there will be custom sound dialog happening between multiple characters, including the player. I can effectively create custom text radio messages, but I want sound files to be played as well. Specifically, I am looking to achieve the Vanilla Arma 3 radio sound effects that are produced (i.e, the radio sound distortion, and play while the character is saying it in proximity. Exactly like the way orders are given in Vanilla Arma 3.). I have tried all the solutions present on the Wiki and other pages, and none of them worked. I keep getting an error message saying that the message is not found, when it is clearly defined in the appropriate places.
  3. There is not a lot of information on this subject, but all you have to do is utilize the kbTell related commands to get this to happen. I've seen a few examples and tutorials skirting the issue of getting the exact vanilla radio sound effects and the proximity fade while someone is speaking over the radio, but I have proven that using the kbTell system is identical to the vanilla dialogue system. In addition, I have seen multiple methods of this (i.e. cfgRadio) and other things, but this solution I am presenting is the only one that worked 100%. This does require a bit of setup, and for that I recommend watching this tutorial that I personally have used and verified that it works. The only difference, is that the tutorial does not get a unit to speak over the radio, but only in proximity. The tutorial is important to watch because it talks about specifically how to setup the code, and where to store the dialogue, and even how to lip sync your sound files with the actual units. After you watch the tutorial, you should have setup a "texts.bikb" file, where all of your dialogue will be stored and called. [Actual code from my mission, [SP] Snowy Mountains, in which I utilize this system, and explanation.] Some things to note: All you need to do to get these sounds to play over the radio is add the appropriate radio channel in the call code, seen at the beginning of this spoiler. To get the character to say something with subtitles but not over a radio channel, change "SIDE" to "DIRECT". How to trigger multiple conversations: I am taking the simple approach and creating an individual script for each conversation I want to happen. The first section of code in this spoiler is taken directly from a script called "dialog1a.sqf", in which the above conversation happens. You don't need to add separate topics for each conversation. I was lazy and just used "introduction" for all of them and it worked fine. I'm fairly certain that you don't need to have the character who says the dialog in the "actor" slot in the "texts.bikb" classes. I believe I have tested this and it worked fined, but nothing a simple experiment wouldn't solve. [To lip sync] The tutorial also goes into detail on that.
  4. You are a lone wolf. That's why we need you. The Russians are developing the most powerful nuclear weapon ever designed thanks to the knowledge of a captured American scientist. We need you to get him back. Commence Operation Snowy Mountains. Features -Original Music -Full voice acting -Reconnaissance and assault -Open world gameplay -Randomized objectives Download the mod here. Listen to the original soundtrack here.
  5. Thanks for the reply @Grumpy Old Man, but as the title states, I am looking for something a little more specific than that. I want the patrol route to be randomized once, not every time the patrol starts over. In addition, all 6 waypoints must be included. There are also additional waypoints and functionality I need assigned (as stated in master post) - although by looking at your code, it should be possibly to easily add that in. Yet another question remains: Why does my code work, but only for the first three waypoints assigned? I mean, that shit's god damn beautiful, if I may say so myself.
  6. I have written a script called carPatrol.sqf which is supposed to select a random 6 point patrol route out of 6 possible locations. At each location, there is a move waypoint and a dismount waypoint in which the infantry dismount their vehicle and hang out for a bit before jumping back in their vehicle and proceeding to the next location. I have written code which randomizes the possible locations, and then includes a function which assigns the waypoints per location to the group. This is where it gets interesting. Everything works as intended: except the group gets the cycle waypoint after 3 locations instead of 6. How do I get the group to get the cycle waypoint after 6 locations instead of 3? Additional details: To replicate my exact scenario, name one unit carPatrolLeader, another carPatrolDude, assign their group to carPatrol, assign one as Driver, and the other as Cargo. Also create markers for each one of the values listed at the beginning of the script, with each carstop and dismount pair being close together. This script is called from the init.sqf.
  7. Update: I just tested this same code except in a non nice-looking version (i.e. all code executed outside of a function but 6x the code) and it still hangs up after the 3rd set of waypoints (6 total including drive there and dismounts). At this point I'm pointing to some kind of engine problem that is disallowing me to continue, because I cannot see how this code will not work for the remaining three times. It is quite literally, the same code. Code for reference: Further update: I just removed the cycle section of the code and the motorized patrol returns to a previous waypoint after the 3rd waypoint, and then stops entirely, staying in their vehicle.
  8. This is a great thread, but in case any others were having trouble with the specific implementation of the functions (i.e. what to put in the init lines, where to store the actual code), I have linked a great script here which works out of the box and should clear up any questions. In addition, it is very well written, so making changes for you specific purposes will not be a chore.
  9. Thanks for that, this does work, but now the rifleman doesn't spawn with his silencer (he has one in the editor). presumably, he also will be missing his scope if he had one. Can you update your code for this?
  10. I am using this code to make an AI look like he is repairing a radio tower (found here: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim), however, he loses his primary weapon upon animation canceling: [this,"REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;} This solves a previous problem I was having about AI not canceling their animations when their group enters combat. However, now that I can successfully get the AI to enter combat with the rest of their group, specifically the "REPAIR_VEH_x" animations cause the AI to lose their main weapon. As you can probably guess, this is quite the issue. I am using modded loadouts, but I have also tested it with vanilla loadouts. What is the best way to solve this? @pierremgi Since you literally wrote the code found on the wiki, do you have any suggestions?
  11. I have composed the soundtrack for a few scenarios, but I am looking to grow my skills and my audience by composing for other mods/scenarios. I am well versed in music stuffs, and my strengths include rock with a classic sound, orchestral, and some jazz thrown in for good measure. I don't have to do everything all at once however. I'd really like to do something similar to some of the pieces listed below. Here are some links to the music I have made for mods: Here are the links to the mods, respectively: http://steamcommunity.com/sharedfiles/filedetails/?id=1316532591 http://steamcommunity.com/sharedfiles/filedetails/?id=1253858447 http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608. I have other music on my Soundcloud, please sample my work if you are interested. Send me a message if would like to discuss music for your mod/scenario.
  12. I would like a marker to disappear when the objective is completed. Using setMarkerAlpha does not work.
  13. We're getting out of Vietnam. The order has come directly from the President, so we've consolidated our forces at the Da Nang airbase. There are some friendly squads stuck behind enemy lines and we need you to bring them back to the airbase before we pull out completely. Take your Huey, designated as call sign Shark, and get our boys back safely. Your going to be venturing into enemy territory, so watch for anti-air emplacements. Features: -Singleplayer -Helicopter rescues -Rearming and repair -Original music Download the mod on the Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=1253858447 Listen to the original soundtrack here: https://youtu.be/kUOm1rWhY6A Or checkout my other mod, Wave Defense, here: http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608
  14. QuiveringT

    Making Markers Disappear

    Update: deleteMarker does work. I just confirmed in my mission that is exactly what I'm doing. It's been a while since I started this topic so I can't remember what I was seeing then, but today deleteMarker does indeed work. Sorry about that. However, deleteMarker is not instant. It takes a couple seconds for the marker to correctly disappear. It could be related to the issues I was having with triggers earlier, who knows. Thanks to @code34 for introducing me to deleteMarker.
  15. QuiveringT

    Making Markers Disappear

    I got around to testing this a minute back, and I think it is an issue with the way I was trying to make the markers disappear. I created the makers by placing them in the Eden Editor and I was trying to remove then using triggers, but whether it was through using setMarkerAlpha or deleteMarker, no change was being produced. In addition, I have verified that I was calling the correct marker, (marker1 I believe). I may just be late on the train for this, but the trigger was also handling a couple of other tasks, i.e. completing an objective, setting a variable; so it's possible that a trigger can only handle so much. In using the debug menu I was able to correctly manipulate the markers. Since I created the markers in the Eden Editor, how could I get them to disappear using coding in the related text files, say after x == true?
  16. QuiveringT

    Wave Defense

    You have been left behind. Your vehicle was destroyed and you barely escaped with your life. Now CSAT is coming for you from all sides. Search the abandoned house for supplies to survive 5 waves of CSAT attacks. Then you have to make it to the chopper. Featuring original music! Download on the Steam Workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=1214321608
  17. QuiveringT

    Making Markers Disappear

    In the back of mind I knew something like this had to exist. Of course the pages I looked at referenced createMarker, but not deleteMarker. Haha. Probably should have looked at all the marker commands. Thanks! As far as this, I am not sure why it doesn't work, but when I put this command in a trigger, it does nothing. An example I read recommended to put it in an init file, so that could be the problem - if some commands are tricky like that.
  18. Three AI helicopters will not land on the USS Freedom if I give them a waypoint to land on the deck. Each waypoint is to a different location on the flight deck, and each waypoint is in line with the flight deck. If I change the waypoints to a 'get out' waypoint, one helicopter will successfully land and the other two will nervously watch, then fly back to the nearest beach to land. There are planes and such on the deck, but more than enough space for multiple pilots to land. I realize that the AI is their own breed of unintelligence, but I am enthusing any options that simply get them to land on the carrier, like setting their fuel to 0 when the get close or something like that (for the record, I have not gotten this option to work).
  19. Yes, that does not work. It might be related to the fact that helipads do not even show up on the flight deck of the carrier. I also did not see an item named "empty H". I used an invisible and visible helipad and neither of them worked.
  20. QuiveringT

    Disable Vehicle Panels

    This works perfectly. I am still new to scripting and advanced things like this, so I didn't understand the code you linked @belbo. Would you mind explaining to me how it is different than the lines I l quoted? In addition, where would be the best place to store this code?
  21. I need to blow up some tanks with rockets from a helicopter but the rockets are not strong enough. What is the best way to achieve this? The helicopter I am using does not incorporate the new payload-changing system.
  22. To successfully swap projectiles on a vehicle's weapon, you can use this code in an init.sqf and most likely an initServer.sqf: weapon_name = "HMG_127_APC"; replacement_ammo = "Rocket_04_HE_F"; apc1 addEventHandler ["fired", { params["_unit","_weapon","_muzzle","_mode","_ammo","_maga zine","_projectile","_gunner"]; hint format ["Fired Weapon: %1 - %2", _weapon, _ammo]; if (_weapon == weapon_name) then { private ["_pos","_priv_projectile","_vecup","_vecdir","_dir ","_vel"]; _pos = getpos _projectile; _vecup = vectorup _projectile; _vecdir = vectordir _projectile; _dir = direction _projectile; _vel = velocity _projectile; deleteVehicle _projectile; _new = replacement_ammo createVehicle _pos; _new setpos _pos; _new setvelocity _vel; _new setdir _dir; _new setvectorup _vecup; _new setvectordir [0,0,0]; }; }]; To verify that the projectile is swapped, you can use 7erra's code for the init line of the vehicle you wish to fire at, which will display the projectile in systemchat. Of course if it works, your new projectile will be listed and if not, the old one will be: this addEventHandler ["HandleDamage",{ systemchat (_this select 4); }]; Simply change "weapon_name" and "replacement_ammo" to whatever the current weapon is and the new ammo you want it to fire, and change your vehicle variable name to "apc1" or some other name. The original example is for the NATO IFV-6 Panther, and you can immediately verify that it works because the Panther will take damage. In addition, I tested it using a UH-1H from the Air Car Vietnam workshop mod, and that worked as well. The UH-1H did not suffer any damage when firing, and this appears to be dependent on the types of weapons that are already mounted on the vehicle (which I believe you can change through a similar process). I exchanged a rocket for another rocket on the UH-1H, whereas for the Panther you are exchanging a much smaller round for a rocket. This would be something to play around with for you specific needs. The "hint format" line of code is just a super simple way to defeat having to go to the config menu to find the weapon you are currently using, so you can delete it. In addition, I discovered that changing the projectile will not change the firing sound. It seems like common sense to me now, but it's something to keep in mind if you are new to scripting like me. To recap: You can use this code to swap the projectile thus changing the strength of a heli's rocket, or you can use 7erra's code quoted in my last post that simply scales outgoing damage up or down.
  23. I've been toying with this and it seems to do what I want. I will probably belay my need to change the projectiles unless I need more control for whatever reason. Setting the damage tank side like this also preserves the missile sound effects and such, so that's nice. The damage value multiplied seems to be quite finicky, but I'm still finding the sweet spot for the damage. As for my original question, I believe a friend of mine has solved it to a degree and I will post the code if I can confirm it works.
  24. I haven't personally played either of the Carrier Command games, but the new one certainly looked great when it came out. I hear your frustrations with the AI. What I can tell you is that unfortunately, it is not a "game" problem per-se because even in Arma 3, the AI performs questionable actions at length. Bohemia is slowly-but-surely improving their skills in AI programming.
  25. I'm not experienced enough with scripting to really get that code working on my own. Can you come up with a working solution please? That is still my best option, but if not, I will have to explore the other options. Adding the damage threshold would help, is there a way to add damage incrementally instead of setting it to a value?
×