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Melody_Mike

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Everything posted by Melody_Mike

  1. Do you only have this .. starting with blurred vision.. problem in this particular mission?
  2. Did you get it to work? Because I did not. I might even consider sending cash via Paypal if you have got an example mission where it works!
  3. Ok thanks. But it seems like we've come full circle in a way. I am not seeing the practical difference between your code: And the code from my opening post: Which keeps the sound on only 1 location. I appreciate the demonstration of a "while" loop. Can't immediately think of an elegant use for repeatedly creating and deleting new sound sources, whenever a sound has played. Unless someone has experience with the command, or a new suggestion, I think I'm going to leave it here, and stick to workarounds. Thanks for the help gents.
  4. Okay; we're on the same page. But what kind of conditional looping did you have in mind back there, that would be easier than creating separate sound sources and giving them each their own marker? I was hoping you already had your sounds defined and were testing this. No hope necessary :-). My declared CfgSFX and CfgVehicles work as intended. I asked, because we're moving away from my original question (how to use last two arguments of createSoundSource), and I hoped you might know a potential mission I could check out for inspiration.
  5. OK, because I was confused about your proposed solutions. Please correct me if I'm wrong here... _mkr = selectRandom ["hissmarker","hissmarker_1","hissmarker_2","hissmarker_3","hissmarker_4","hissmarker_5","hissmarker_6","hissmarker_7","hissmarker_8"]; As I understand variable declaration in sqf, the above code will chose ONE marker. From here on out, variable _mrk will always be this ONE marker; never change. Unless you have some sort of conditional loop intended to repeat the variable declaration.. To extend the point: envsound = createSoundSource ["hissing", getMarkerPos (selectRandom ["hissmarker","hissmarker_1","hissmarker_2","hissmarker_3","hissmarker_4","hissmarker_5","hissmarker_6","hissmarker_7","hissmarker_8"]), [], 0]; Even if I got the syntax to work, the result would be that the sound source will still come from ONE marker position. It seemed, therefore, a little unnecessary to try out random parentheses placement. Do you know a user mission with environmental sounds I could pull apart, by any chance?
  6. Argh ! To clarify the aim: I am trying to get random factory noises to play inside of a building. The origin should change, in order to confuse players a bit. Which means I don't want them all to play from a single location that's pre-selected beforehand. Regardless of the syntax suggested before, it seems that the marker selection will only occur once if I execute createSoundSource only once. I suppose the most straightforward solution is to create several markers and run createSoundSource on each of them, with a long delay specified. Damned shame nobody on this forum knows how the last two arguments of the command work. Thanks for the help guys!
  7. Oh bother. I think we are talking past each other. The sounds are playing fine. Locally and Globally. It's the (not) random positioning feature that has me stumped. ^ This is what I meant. I have tried your suggestion: _envsound = createSoundSource ["hissing", getMarkerPos [selectRandom ["hissmarker","hissmarker_1","hissmarker_2","hissmarker_3","hissmarker_4","hissmarker_5","hissmarker_6","hissmarker_7","hissmarker_8"], true] , [], 0]; But the sounds still only play at the trigger location. How do you implement it?
  8. @engima I'm sorry; I don't understand your suggestion . Did as you suggested: kept everything the same, except changed the variable name to a local one (_envsound = ... instead of envsound =). Obviously I had to cut the code from my trigger to an external script file, and execute the external script file using null = execVM "scriptfile.sqf"; from the trigger. There was no change, unfortunately. As I understand things, the sound was always being created locally at least; I can hear it in singleplayer during my mission at the position mytrigger when it is intended. The markers ("hissmarker_1" et cetera) are created globally at mission start, before the script is executed. My question has to do with a step earlier: the input arguments of createSoundSource. Two of them do work (the chosen CfgSFX sound and position), and the other two do not (array of markers for random placement, and the placement radius around the position the sound may originate from). I have set one or the other argument blank. Both arguments are always ignored. So I guess my first question is: how would making the resulting variable local, change how it accepts (global objects as) arguments? And the second question: Do you perhaps know an example in a BI mission (preferably a showcase) with a special environmental sound? Perhaps then I could pull it apart to see how they do it... I mean they coded this command with it's syntax for a purpose, I'm sure! (ps pardon if I seem ungrateful; this puzzle has been keeping me for several evenings!)
  9. I appreciate the link! It seems someone scripted their own createSoundSource using playSound3D. If necessary I will use that. But, doesn't anyone in these forums have experience with using createSoundSource? And could they explain the syntax of the markers and placement?
  10. Melody_Mike

    Ambient Light Source

    Thank you. Will take a look at this.
  11. Melody_Mike

    United States Air Force Mod (2019)

    Thank you for the info. As much as I (complete laymen) noticed in-game, both seats had the same day/night/white-hot/black-hot vision modes. Or is there something else different about the viewing screens?
  12. Melody_Mike

    United States Air Force Mod (2019)

    Hi everyone! I have an ignorant question about the AC-130 (which is still in beta; I understand). I am absolutely floored by the combination of gameplay features AND attention to detail here. But this is all very intimidating, even by Arma standards! Having browsed the Discord, asked the users, seen the Dev tutorial pictures https://cdn.discordapp.com/attachments/504013109158084628/744332935112687636/Sensor_Operator_Manual.png - Didn't find out exactly what the different crew roles were for. At least in-game. It could just be for mil-sim type roleplaying. But I am just curious. Again; thanks! Don't want to imagine how many man-hours went into the graphical details and PROGRAMMING of the plane's systems.
  13. Melody_Mike

    Ambient Light Source

    I'd like to second this. I've noticed that vehicle lights and lamp posts, for instance, are rendered as far as any other objects. But certain item lights (eg, camp lights) are not. How can you force this? Is there a mission setting (like terrain distance) that you can change?
  14. Just an aside.. I'm reading a lot about how the Finite State Machine can override the set waypoint behavior. Would it be an idea to set- _heli disableAI "FSM"; For the AI pilot?
  15. Melody_Mike

    Close the Aircraft Canopy

    Alright! .. Where do I sign up for such a question to the BI devs (knowing they are obviously busy)?
  16. Melody_Mike

    Close the Aircraft Canopy

    Hiya everybody. Has anyone in the intervening years found a more elegant solution to this? This thread: Suggests a similar solution with a dummy pilot that's deleted. But I would like my plane to instantly take off and fly (using BIS_fnc_AircraftCatapultLaunch ). This excludes solutions where the plane is started in the air but teleported to the ground. Is there really no way for a plane to start with its canopy closed?
  17. Hello everyone! I would like my multiplayer mission to start with a cutscene of the player walking through a room and interacting with something (as an animation), before giving control to the player. I am able to initiate the walking animation for the player. But unfortunately, A) the player can still turn the camera (and thus turn the character from its prescribed path). B) I can't find the appropriate BIKI command to stopping the animation. Here's the first draft of my intro.sqf file, that is execVM'd as soon as the mission starts: player1 switchCamera "INTERNAL"; [] spawn { waitUntil {time > 0}; while {time < 20} do { player1 playMove "AmovPercMwlkSnonWnonDf"; }; }; Do be merciful; it is my first attempt at using animations.
  18. Melody_Mike

    [COOP] Soldiers of fortune Malden

    Heya @Terrafoks! Tried to connect to your server. The first time I got an error: Session Lost - File '@CBA_A3\addons\cba_accessory.pbo' not found. Which I suppose means that your mission file seems to have a leftover dependency. However, after including the mod (and again without it), I wasn't able to connect to the server, at all. The mission soundsl like a great idea. Can't wait to try it. - MM
  19. Thanks @JohnKalo I'd found "hubspectator_walk" as a walking animation that disabled player control, in another topic: But didn't know how to stop it. The solution seems to be to use sleep as a timer (I used waitUntil and while loops) and an appropriate transition animation to stop the walking and put the player back in control.. I really really wish there was a topic or mod that gave a good overview of all the animations. The ingame animation viewer truly doesn't cut it. Good find!
  20. That's what I get for giving advice without trying it out myself first. Thanks Pierremgi!
  21. Melody_Mike

    [MP][COOP] 34 Strike on Kavala

    Cheers! Scripted vanilla coop missions are a surprisingly rare resource. Will try this.
  22. Selecting players during a mission (with JIP compatibility) can be a hassle. This can be avoided with simple mission design. Does your curator have to be BLUFOR/OPFOR? If not, then you can make your Curator player a civilian, and change the trigger to activate for a particular side. Just use the dropdown menu in the editor. If yes, then you can select all the players, and remove the player that is found in the https://community.bistudio.com/wiki/allCurators from the array. Give it a try, and come back if you get stuck on coding this.
  23. Heya! I'm a little confused. It seems the control structures go in this order: Startup Terminal ---> Start Killhouse (repeatable) Shutdown Terminal <---> Startup Terminal In which case, you could just add a removeAction line at the end of your KillHouseControl script for the Startup and Shutdown actions. In this case, Start Killhouse seems more like Reset Killhouse. It doesn't look like you need anymore addActions, just one more line of code to remove the action from the menu after it's completed. Or am I missing something?
  24. Hey again! That is tied to an individual player's difficulty setting. This is set in their Arma 3 profile. In other words; the effect is local to the player. If you want to mark units for other players, then you can use a custom mod that someone's made: https://steamcommunity.com/sharedfiles/filedetails/?id=2057294714 Enjoy!
  25. Ah bub, there's lots of ways to solve your problem. If all you want is them to stick to roads, then you can use https://community.bistudio.com/wiki/setWaypointBehaviour to "SAFE". AI will stick to roads, unless they spot an enemy. This can be set in the editor without using any scripts, by changing either group properties or waypoint properties. See https://community.bistudio.com/wiki/AI_Behaviour for background. If you want a script to automate the spawning of these groups and the assignment of waypoints, then you could modify one of several existing scripts. Engima's Traffic Script: -Springs to mind. But there's should also be other examples that won't even need modifying.
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