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About evokerzz

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  1. It's more of a mission platform than a complete thing where you can hop in and get guided from one task to the next, supports 1-50 people COOP, PVP, ZVZ and SP(lan), uses MCC for mission generation via the console and if people want something more detailed than MCC generating can do then you can hand sculpt nearly everything on the fly as zeus. I sort of got the inspiration from patrol ops here's the steam workshop link for it: http://steamcommunity.com/sharedfiles/filedetails/?id=1272267836 I'll keep working on it though so it'll be semi-regularly updated *edit: BROKEN AS OF 12.02.2018 - gets stuck on loading arsenal in multiplayer for some reason, no idea why, the same version worked after the last update less than 24 hours ago
  2. YES! I figured it out! @Godis_1 might be interested in this too found a solution for it on http://killzonekid.com/arma-scripting-tutorials-mission-root/ first you have to add a few lines to init.sqf to define the mission folder's root: MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; then you need to make sure that you have the correct paths for the sounds in tpw_soap.sqf, in my case it meant changing things like _sound = format ["TPW_AMBIENCE\sounds\fear\%1.ogg",(ceil random 12)]; to _sound = format ["sounds\fear\%1.ogg",(ceil random 12)]; after that you need to find all playsound3d lines in tpw_soap.sqf and add "MISSION_ROOT +" to all of them example: playsound3d [MISSION_ROOT + _sound,_house,false,getposasl _house,1.5,_pitch,250]; and after doing all that, the ambient sounds work when they're in the mission folder! here's tpw_soap.sqf with the edits i've done to it so that you could take a look at it: https://pastebin.com/Cqv3RqW2 *note: i removed the code for chainsaw sounds in case they do play because they don't suit the map i'm making the mission for
  3. i'm just using their framework and i'm crediting everyone who's work i use or modify in the notes section of the briefing and the paths are set up going by PBOs \sounds\construction - all sounds from tpw_ambience.pbo\sounds\construction \sounds\fear - all sounds from tpw_ambience.pbo\sounds\fear \sounds\mideast - all sounds from tpw_ambience.pbo\sounds\mideast \sounds\phone - all sounds from tpw_ambience.pbo\sounds\phone \sounds\traffic - all sounds from tpw_ambience.pbo\sounds\traffic \sounds\tpw_sounds\sounds - all sounds from tpw_sounds.pbo\sounds i copied the paths and changed them accordingly from the config.cpp file of each pbo making sure that the paths match the strange thing is that the call to prayer sound (ctp.ogg at \sounds\ctp.ogg) that i use with a simple timed script works fine *edit: i tested the directories with something that i know that works, the call to prayer - and the sounds play fine, so i'm guessing that the issue causing the rtp errors is somewhere in tpw_soap.pbo class prayer { name = "prayer"; sound[] = {"sounds\mideast\26.ogg", 5, 1, 12000}; //for testing if the dir works with the ctp script // sound[] = {"sounds\CTP.ogg", 5, 1, 12000}; titles[] = {0,""}; }; ctp.sqf: https://pastebin.com/9dgkP45A
  4. still no ambient sound ingame and getting the same errors in the rpt
  5. I'm trying to attach TPW_SOAP to a mission as a script, essentially the same thing Godis_1 tried to do from my understanding.. What i've done - dePbo'd tpw_ambience.pbo and tpw_sounds.pbo, moved the required sounds to mission folder\sounds, kept the original directory tree (\sounds\mideast\1.ogg for example), copied tpw_core.sqf and tpw_soap.sqf into the mission folder, added these lines to init.sqf: 0 = [] execVM "tpw_core.sqf"; 0 = [1,1,1,1,1,0,0,2,12] execvm "tpw_soap.sqf"; added all the sounds to description.ext in this format: class CfgSounds { sounds[] = {}; class radio1 { name=""; sound[]={"sounds\TPW_sounds\sounds\radio1.ogg",1,1}; titles[] = {0,""}; }; }; and changed the directories in tpw_soap.sqf from "TPW_AMBIENCE\sounds\..." to "sounds\..." So far I've reached the same apparent dead end where the ambient sounds don't play and the rpt log claims that the .oggs aren't found even though the file directories in description.ext and tpw_soap.sqf matches the real thing in the mission folder snippet from Arma3_x64_2018-02-10_01-57-38.rpt 5:57:46 Sound: Error: File: sounds\mideast\s2.ogg not found !!! 5:57:56 Sound: Error: File: sounds\mideast\22.ogg not found !!! 5:57:57 Sound: Error: File: sounds\mideast\1.ogg not found !!! 5:58:05 Sound: Error: File: sounds\mideast\6.ogg not found !!! 5:58:06 Sound: Error: File: sounds\mideast\2.ogg not found !!! 5:58:17 Sound: Error: File: sounds\construction\b5.ogg not found !!! 5:58:18 Sound: Error: File: sounds\construction\b2.ogg not found !!! no i don't have @TPW_Mods loaded, running SOAP as an addon isn't really an option simply because i'd prefer to keep it contained in the mission for ease of access description.ext: https://pastebin.com/6FA4DAnG tpw_soap.sqf: https://pastebin.com/xC6mFHPL
  6. this works perfectly, thank you :), even though there's about a 1 in 10 chance where the pilot gets injured by shrapnel from a 2nd missile (haven't been killed yet after 20 tests) meanwhile your longer script only seems to work when i haven't touched the controls for about a second before the missile impact.. @Beerkan yes, you did, but for some reason it didn't force the crew out of the plane, no idea why, even though by all logic it should
  7. I've been looking for a way to make a script that goes into a vehicle's init and causes the crew of the vehicle to eject when the damage to the vehicle exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly.. now the damage "delay" function of my init works beautifully, it's just that it won't eject the player and anyone under their command (AI on their own seems to eject fine, but i'm sure that's just the AI doing that due to the vehicle reaching a "status red" situation), after everything i came up with failed i cannibalised your mod a bit and found this in your fn_vehicleCrashLocal.sqf: _unit action ["eject", vehicle _unit]; if (vehicle _unit != _unit) then { moveOut _unit; }; turns out that you can't copy this directly from a .sqf to a vehicle's init and hope for it to work - it gave me a "error undefined variable in expression: _unit" error when the events reach the point of triggering that part of the init, any thoughts on how to get around that/fix it while staying in the limits of a vehicle's init? (my thread is here: https://forums.bistudio.com/forums/topic/212511-automatic-eject-via-vehicles-init-line/)
  8. that didn't work current revision... to clear things a bit more: it should work with anyone who's in the plane, regardless if it's a player who starts out in the plane, a random player who took it from a hangar or an AI unit.. at least that's how it did work pre-update this addEventHandler ["HandleDamage", {.9;}]; dummy = this spawn { waitUntil {(damage _this) > 0.8}; { {unassignVehicle _x; moveout _x} forEach crew f15; //still doesnt force units out of the plane }; sleep 5; _this removeEventHandler["HandleDamage",0]; sleep 5; _this setdamage 1; }; *edit: i cannibalised the survivable crashes mod a bit and stumbled upon this piece of code (credit to rafael09ed on armaholic) and replaced "{unassignVehicle _x; moveout _x} forEach crew f15;" with it it's not working as is but i think it might be a start to something, right now it gives an error saying "error undefined variable in expression: _unit" when the events reach the point of triggering that part of the init, just gotta figure out how to fix that _unit action ["eject", vehicle _unit]; if (vehicle _unit != _unit) then { moveOut _unit; };
  9. I created a vehicle init script a few months ago with the purpose of automatically making the plane auto-eject pilots when the damage to the plane exceeds a certain threshold while limiting the damage to .9 for a few seconds preventing it from blowing up instantly. After a recent arma update however the script stopped working so I'm hoping that maybe someone more experienced in arma scripting can help me out with it. My current revisions (seperated with a line) of the vehicle init with comments: https://pastebin.com/XSyXyES1 I'm trying to avoid using seperate script files to make this a simple copy-paste solution for everyone who isn't that familiar with mission editing.
  10. I can't for the life of me figure out how to make it work.. I've set up a server only, condition true, non repeatable trigger with the script in it's init, but when i go to test it by hosting a lan server and zeus bolting an AI soldier he still spawns in one of 4 respawn_west markers i've set up on different parts of the map.. any thoughts? a really simplified visual example of pretty much what i'm trying to do: