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Nicole_UK

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Everything posted by Nicole_UK

  1. Hello! Im needing some help with deleting stuff inside a trigger area. Im wanting to make my own base, its very detailed and will be very laggy to keep for the whole mission. Im only at the base for the start of the mission then I travel away. I am wanting to be able to delete everything when I am away from it. Im thinking I need to make a trigger big enough to cover my base then when I move away and pass another trigger which deletes everything in the first trigger? Iv seen someone on a similar post say you can do it by using {deleteVehicle _x} forEach nearestObjects [player, ["all"], 200] but Im not sure where to put this. Also Im not wanting the nearest objects to me to be deleted Im wanting everything inside a trigger area to be deleted (objects, vehicles, ai units, the whole base) when I am far enough away from it. Can someone help me please? It seems like it should be really simple but Im struggling lol
  2. Hey, im trying to start my mission by fading in from black and im wanting the sound to fade in with it. iv got the fade in from black and everything else working as i want just the sound is still there. can someone help me with my script im sure iv added the "fadesound" thing wrong titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["“Fear us women, o' enemies of humanity, for you who die by our hands, will burn in Hell forever.”\n\n - Hanna Böhman","PLAIN"]; titleFadeOut 15; 0 fadeSound 15; sleep 17; // Info text [str("Somewhere in Syria..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; titleCut ["", "BLACK IN", 5]; }; any help much appreciated 🙂
  3. Nicole_UK

    fade in from black with sound

    we must have wrote messages at the same time hahah yes i think i figured it out now 🙂 thank you
  4. Nicole_UK

    fade in from black with sound

    Ok so I think iv sorted it... The first 15 fadeSound 0; was fading the sound out over 15 seconds (so after 15 seconds there would be no sound) so i changed it to 0 fadeSound 0; this way it takes 0 seconds to fade the sound off then the second one 5 fadeSound 1; faded the sound back in over 5 seconds... seems to work fine now and also not sure what I did but managed to get the "somewhere in syria" info text back 🙂 heres my my code if anyone wants to use it titleCut ["", "BLACK FADED", 999]; [] Spawn { titleText ["“Fear us women, o' enemies of humanity, for you who die by our hands, will burn in Hell forever.”\n\n - Hanna Böhman","PLAIN"]; titleFadeOut 10; 0 fadeSound 0; sleep 12; // Info text [str ("Somewhere in Syria..."), str(date select 1) + "." + str(date select 2) + "." + str(date select 0)] spawn BIS_fnc_infoText; sleep 3; "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [6]; "dynamicBlur" ppEffectCommit 0; "dynamicBlur" ppEffectAdjust [0.0]; "dynamicBlur" ppEffectCommit 5; 10 fadeSound 1; titleCut ["", "BLACK IN", 5]; }; There is only 1 minor issue now... the info text is a bit buggy? there is always a space between the first " and letters... and i think you can only put a certain amount of letters in there?
  5. Nicole_UK

    fade in from black with sound

    I tried using this code but it didnt work 😞 The sound is there from the beginning again but then for the last 5 seconds faded in as if it was just ignoring the first 15 fadesound 0; Also the info text "somewhere in syria" doesnt show up anymore lol not sure what exactly is happening but all i want is for it to fade in from black with the sound fading in from no sound (with the "fear us women" quote.) then once faded in the info text "somewhere in Syria" and the date.... for some reason I can get it working untill I try fade in the sound then for some reason its messing everything up... Can someone please hep me im sure its something really simple but i just cant figure it out 😞
  6. Nicole_UK

    fade in from black with sound

    thanks guys i knew i had got it wrong lmaoo thanks for your help! much appreciated 🙂
  7. im making a single player mission and at the start of the mission the aI are stood together in waiting and idle animations... then when the player comes near them into a trigger there is a 10 second wait then the AI stop their waiting/idle animations and proceed to a waypoint. The problem is they wont move to their waypoint... Iv managed to get them to stop the animation using UNIT switchmove ""; in the trigger but they dont move to the waypoints they just stand still... I have synced the trigger to the waypoint but still nothing... any help please??
  8. thank you for your help I really appreciate it 🙂
  9. Thank you for helping me! Do i put that code in the trigger activation or the waypoint activation? And what im trying to do is when i start the mission have an ai squad stood around "waiting" for me to walk near them then they move to a waypoint (a move and get in vehicle waypoints to be precise)... will this code affect just the ai im wanting it to or will it affect all nearby AI as there is lots of other ai stood about that i dont want affected...
  10. im making a single player mission and at the start of the mission the aI are stood together in waiting and idle animations... then when the player comes near them into a trigger there is a 10 second wait then the AI stop their waiting/idle animations and proceed to a waypoint. The problem is they wont move to their waypoint... Iv managed to get them to stop the animation using UNIT switchmove ""; in the trigger but they dont move to the waypoints they just stand still... I have synced the trigger to the waypoint but still nothing... any help please??
  11. Hello! Im needing some help with deleting stuff inside a trigger area. Im wanting to make my own base, its very detailed and will be very laggy to keep for the whole mission. Im only at the base for the start of the mission then I travel away. I am wanting to be able to delete everything when I am away from it. Im thinking I need to make a trigger big enough to cover my base then when I move away and pass another trigger which deletes everything in the first trigger? Iv seen someone on a similar post say you can do it by using {deleteVehicle _x} forEach nearestObjects [player, ["all"], 200] but Im not sure where to put this. Also Im not wanting the nearest objects to me to be deleted Im wanting everything inside a trigger area to be deleted (objects, vehicles, ai units, the whole base) when I am far enough away from it. Can someone help me please? It seems like it should be really simple but Im struggling lol
  12. Thank you so much!! I will try this tonight and see how i get on! really appreciate your help 🙂
  13. Thanks for replying! So I just add this code to a layer and it will remove everything? (including the ai units and vehicles aswell as the objects?) and how does this work in terms of removing them? does it remove them after I am a certain distance away... sorry for the questions I havent done a layer thing before (Im still learning when it comes to mission making)
  14. Hey everyone 😀 Iv been stuck with this issue for AGES now and cant work out what to do, can someone please help me?! Basically im making a mission where the AI shouts when firing their weapon (like a warcry) I have implemented the sounds fine and I can get them to shout when firing which is great but they shout EVERYTIME they fire so the sounds are kind of overlapping and constantly been played. I dont want my AI to do their warcry everytime they fire their weapon maybe like 50% of the time or something. Is there a way i can set it to play every other time they fire their weapon (maybe every 3rd time? or at random?) so there is no overlapping and it sounds more like realistic shouting? This is the event handler im using: this addEventHandler ["Fired", { params ["_IS1"]; _IS1 say3D "akbar1"; }]; Im sure there is a very easy fix for this that someone will know of but i cant find an answer anywhere - if someone can help me id really appreciate it! 👍
  15. I put all that code into the units init (like i did with my original event handler) but its not working. It wont let me save it it keeps saying "error invalid number in expression". Im a bit confused as to what im doing wrong? Am i supposed to put it all in the unit's init or in the description.ext? 😔
  16. Thank you for your help - do i put all that code where i put my original event handler is and just replace it? sorry im just a bit new to modding so i can get confused easily lmao
  17. Hello, so i have an issue im trying to solve and im pretty sure its something simple but i cant work it out. Im wanting to play a sound when someone fires their weapon (a battle cry), i thought i had the correct script thing but its not working can someone help? my code (i put this in the init box of the unit: unit1 addEventHandler ["Fired", unit1 say3D ["sound1"]; }]; but it keeps saying im missing a ";" and wont let me enter it. All i want is for units to shout angrily when they fire their weapon ☹️
  18. this works perfectly - thank you soooooo much omg been trying to sort this for ages!!! thank you again! anyone wanting to do the same thing use this code 😀
  19. Hey everyone 😀 Im making a mission and im wanting the AI to shout when firing at eachother. I have the sounds i want to use, im wanting each side to have certain phrases they will shout at eachother when firing weapons (like battle cries) but i only want them to shout only when firing. im only wanting certian AI on each side to shout stuff not all the ai. there is a video on youtube that has something similar to what im wanting - he made a script that made the ai shout stuff when shooting but he didnt give any instructions. Also on the same note im also wanting to know how to add music to cars, so that when we are travelling the radio is playing. im also wanting one of the ai to 'sing' whist in the car.so basically we get in start driving, the radio plays and one of the ai sings then when we reach a certain spot the ai stops singing and the radio turns off. (can this be done with waypoints or connected to them so that certain sounds be played when you reach certain spots and stop when you reach others?) thank you for any help given its much appreciated 😘
  20. Thank you so much i will try this out tonight! i really appreciate it 😀
  21. thanks but its still not working not sure what im doing wrong... did you get it to work?
  22. Yes iv just tried again now and it didnt work im just not sure what im doing wrong at all.... heres what im ptting maybe you guys can see where im going wrong lol because i just dont get it heres my description.ext (the sounds list): class CfgSounds { class akbar1 { name = "akbar1"; // Name for mission editor sound[] = {\Sound\akbar1.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class akbar2 { name = "akbar2"; // Name for mission editor sound[] = {\Sound\akbar2.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class akbar3 { name = "akbar3"; // Name for mission editor sound[] = {"\Sound\akbar3.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar4 { name = "akbar4"; // Name for mission editor sound[] = {\Sound\akbar4.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class akbar5 { name = "akbar5"; // Name for mission editor sound[] = {"\Sound\akbar5.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar6 { name = "akbar6"; // Name for mission editor sound[] = {"\Sound\akbar6.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar7 { name = "akbar7"; // Name for mission editor sound[] = {"\Sound\akbar7.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar8 { name = "akbar8"; // Name for mission editor sound[] = {"\Sound\akbar8.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar9 { name = "akbar9"; // Name for mission editor sound[] = {"\Sound\akbar9.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class akbar10 { name = "akbar10"; // Name for mission editor sound[] = {"\Sound\akbar10.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation1 { name = "ululation1"; // Name for mission editor sound[] = {\Sound\ululation1.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class ululation2 { name = "ululation2"; // Name for mission editor sound[] = {\Sound\ululation2.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class ululation3 { name = "ululation3"; // Name for mission editor sound[] = {"\Sound\ululation3.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation4 { name = "ululation4"; // Name for mission editor sound[] = {\Sound\ululation4.ogg, 0.8, 1.0}; titles[] = {0, ""}; }; class ululation5 { name = "ululation5"; // Name for mission editor sound[] = {"\Sound\ululation5.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation6 { name = "ululation6"; // Name for mission editor sound[] = {"\Sound\ululation6.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation7 { name = "ululation7"; // Name for mission editor sound[] = {"\Sound\ululation7.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation8 { name = "ululation8"; // Name for mission editor sound[] = {"\Sound\ululation8.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation9 { name = "ululation9"; // Name for mission editor sound[] = {"\Sound\ululation9.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class ululation10 { name = "ululation10"; // Name for mission editor sound[] = {"\Sound\ululation10.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; class YPJ_song { name = "YPJ_song"; // Name for mission editor sound[] = {"\Sound\YPJ_song.ogg", 0.8, 1.0}; titles[] = {0, ""}; }; }; in the editor i names my units (variable name) and put this in their init (the unit's variable names are i1, i2, i3, etc...): this addEventHandler ["Fired", { params ["_i1"]; _i1 say3D ["akbar1"]; }]; Im just not sure where im going wrong?? 😓
  23. yes my bad i copied it wrong - oops 😁 but it still wouldnt play the sounds , just threw an error message up so im not sure whats going on still..... wtf arma drives me crazy lol.
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