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gatordev

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Everything posted by gatordev

  1. gatordev

    Cold War Rearmed III

    Top notch customer service!
  2. gatordev

    Cold War Rearmed III

    @W0lle small bug report... I believe it's mission 33 in CWC (the one where the downed pilot has to escape and egress): none of the Russian sub-titles show up, so it's not clear what you're supposed to do exactly (go into the tent). There's also nothing in the diary. I thought I remembered in the original game there was a note about using the North Star to navigate through the woods. In the A3 version, it's not clear which direction to go to trip the trigger. I've really been enjoying slowly playing through these. I haven't played CWC since the original OFP, and the extra A3 abilities really do make it more fun. I'm looking forward to starting Resistance when I finish this campaign.
  3. gatordev

    [Release] MIL_CAS

    Double-tap.
  4. gatordev

    [Release] MIL_CAS

    I've successfully integrated this into an addAction of the player and have added some additional elements like comms and a random attack vector, but I think I've exceeded my ability in trying to get this to work with onMapClick. Is anyone able to assist? For now, I'm just running the above addAction in the Player's init, which is fine for testing. @beno_83au thanks again for this script. It's the gift that keeps on giving. The fact that we don't have all of the attack options built into the vanilla CAS module is odd, but your script makes that a non-issue.
  5. I've had a similar issue lately in other maps. I believe Kujari was one of them (so a completely different set of map assets). It seemed like the issue would be less if I reduced the total number of assets (units, vehicles, etc) that were running scripts in the mission, but that might have just been a coincidence.
  6. I've found previous threads/posts where various people have mentioned how they play the various crypto beep and radio static sounds when using playSound. However, the various methods I've seen them use in the past doesn't seem to be working and it gives me a "sound not found." I can playSound other SFX sounds, but when I've tried to play the various sounds like "in2a" or "out2a" or "squelch," they don't work. Did these sounds get a name change? Are they located somewhere else that I need to call them differently? I've been reading through the Wiki and older posts, but the answer has eluded me.
  7. I was trying to not have to use sideRadio because my understanding was that it required you to pre-generate any chat radio messages in an external file and not inside the editor. Using one of the sideChat commands in a trigger is just easier to edit when I have pre-made triggers that I'm editing. If I'm mistaken, I welcome the correction. However, I did try using playSound3D, and that did work because it allows me to specify the path. I don't see a way to do that in the Wiki for playSound. I'm not sure if playSound3D will cause issues in MP, but since I just make my own missions for SP, I guess this will work for now. Thanks for the help.
  8. I'm trying to make the vanilla SPAR weapons inherit the sounds from NiArms. I'm using a template config that I successfully got to work for another sound config mod (making the mod M4CQBR use NiArms sounds), but when I try and compile the SPAR config, it's throwing an error stating: "line 18: /cfgWeapons/: ';' encountered instead of '{'". Ironically, line 18 is a "{" symbol. Here is the config. I'm sure I've missed a syntax, but I can't figure out what it is. Any help? #define _ARMA_ class cfgPatches { class gator_SPAR16_niasounds { author = "gatordev"; units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {""}; }; }; class Mode_SemiAuto; class Mode_Burst; class Mode_FullAuto; class cfgWeapons { class UGL_F; class Rifle_base_F; class arifle_SPAR_01_base_F: Rifle_base_F; { class EGLM: UGL_F { class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class StandardSound { closure1[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; closure2[] = {"hlc_core\sound\GL\GL_striker",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; soundSetShot[] = {"NIA_GL_Shot_SoundSet","NIA_GL_Tail_SoundSet"}; weaponSoundEffect = "DefaultRifle"; }; }; }; }; class arifle_SPAR_01_blk_F: arifle_SPAR_01_base_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_carbine_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_khk_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; class arifle_SPAR_01_snd_F: arifle_SPAR_01_blk_F { changeFiremodeSound[] = {"\hlc_wp_ar15\snd\ar15_selector",1,1,8}; drysound[] = {"\hlc_wp_ar15\snd\ar15_trigger",1,1,10}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; class FullAuto: Mode_FullAuto { sounds[] = {"StandardSound","SilencedSound"}; class BaseSoundModeType { closure1[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; closure2[] = {"\hlc_wp_ar15\snd\ar15c_close",1,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; weaponSoundEffect = "DefaultRifle"; }; class StandardSound: BaseSoundModeType { soundSetShot[] = {"NIA_AR15_NEW_Shot_SoundSet","NIA_sbr_Tail_SoundSet"}; }; class SilencedSound: BaseSoundModeType { soundSetShot[] = {"NIA_sbr_silencerShot_SoundSet","NIA_sbr_silencerTail_SoundSet"}; }; }; }; }; class cfgMods { author = "gatordev"; timepacked = "1656370171"; }; I'm also not sure what I need to put in the "Required Addons" section for this particular config. In the previous working config for a different mod, the only mod I put in there was the one I was changing the sound for.
  9. gatordev

    Sound Config Mod Help

    Another dumb question... It seems my configs that I've made, which were based off of another third-party sound config, is causing a dependency in a mission. The other third-party's addon is not causing a dependency. Is there a secret to not letting that happen?
  10. gatordev

    Sound Config Mod Help

    To follow up on my second question in case someone comes along with the same one... I finally found the answer thanks to a post by @da12thMonkey For vanilla addons, use: requiredAddons[] = {"A3_Data_F_Enoch_Loadorder"};
  11. gatordev

    Sound Config Mod Help

    Oh for crying out loud. I must have been staring at it for too long and completely missed that. Thanks, it packed.
  12. gatordev

    ACE COMPAT SOG/PF

    Also, I believe the actual non-ACE supported "ACE No Medical" WS addon was updated today as well. I'm not really clear on why that's "better" than the standard "OEM" ACE No Medical addon, but here we are.
  13. @TeTeT I'm sorry you're not getting much (or any) response here. I'm not huge into the recreation of the CVW launch/life, but know that I (and I'm guessing many) really appreciate your continued efforts. It's a shame that the forums have grown so quiet when it's clear there's still plenty of creation going on in the Workshop (and only 33.9% pirated!!!...I keed!). Thanks for your continued effort and thanks for bringing us both a carrier AND an amazing Superhornet.
  14. gatordev

    ACE COMPAT SOG/PF

    I believe ACE removed it because it's now integrated into the newest version of ACE, along with GM, WS, and I believe all of RHS.
  15. Thank you so much, @EO . A bit of a feedback report on Tanoa... I've only played with it a little bit (haven't gone back to some missions with more rain), but I was finishing up making a mission which starts at post-dawn with only a few very early morning cumulus clouds. As the mission progresses, it turns into a running firefight into the hills east of Tuvanaka as the sun is rising and the clouds increasing slightly. The effect of having lower clouds, but not a ton of them, and the vanilla sky of the sunrise looked fantastic, and pretty realistic given we're talking about a 10 year old game. So thank you again for making these up.
  16. Thank you so much. That looks great! I've been spending a lot of time on Tanoa making a small PLA invasion mission set, so getting the extra feel of the tropics will look great. Thanks again!
  17. @EO Is there any chance you would consider making an alternative Sullen Skies for Tanoa and Lythium using your "no clouds" method like you did for me for Kujari? I really like having the extra texture of having lower clouds in a mission where there are clouds, especially in a place like Tanoa, where you get those puffy cumulus mid-day build ups, but also having the option of making it a clear morning/night (or a clear winter's day on Lythium). I know you've said the blending isn't quite what you wanted, but I've been SUPER happy with what you did for the Kujari "no cloud" modification. I apologize if making the request for a (or two!) maps is out of line. I just really like the atmosphere your work can add, but also like sunny days sometimes!
  18. Here, here. And A2 before it and OFP before that. They have all provided countless hours of enjoyment (and frustration) throughout the years and even made some deployments go by just a little bit faster, too.
  19. Dumb question for the group...I recently started playing SP with ACE again and I'm having an issue with the NVG options. I personally don't find the ACE NVGs "fun" and find them too dark compared to the real thing even with the gain turned all the way up. I've tried to disable the ACE NVG option, but when I do, I get the vanilla NVG look, but it's full-screen and I lose the toilet paper roll overlay field of view that's normally part of an addon. I've tried removing the ACE NVG .pbo and still have the same issue. It happens with vanilla, ACE, and RHS NVGs. I can't remember if I tested USP. Is there anyway to return to the normal view that each addon provides?
  20. I figured that's what was supposed to happen, but even with one module, it still seems to be spawning the whole list at one time for every squad/group on the map. I'll mess with it some more, maybe I missed something. Being able to set the number of units (or number range like 5-7) would be handy, but I'm guessing the existing spawn code would make that a pain to add. Thanks for the replies.
  21. @Von Quest I've started making an island-wide mission using SCAR as a way to have a campaign feel as you play, but I'm trying to make sure I'm using the modules in the most efficient manner and had a few questions. 1) When initially setting up a spawn module, I put x number of different classnames in the squad (let's say I put 12), and when the mission loaded, it would spawn 12 units in each squad. I didn't want that, and instead wanted to vary the make up of a couple of different squads with fewer members, so I created 3 different spawn modules with different team sizes and different kinds of unit classnames. That worked, but wasn't sure if that's how it's intended to be used. 2) When I use three (or however many) different spawn modules and put total number of AOs as 5 (for example), it looks like it doesn't do 5+5+5 AOs, but just does a total of 5 AOs. I'm assuming that's normal? 2) When I put classnames in the "OPFOR" category in the spawn module above, when they spawn, they still spawn as whatever SIDE they are. So independent units spawn as Independent Side and not on the OPFOR side. This isn't a huge deal, but it seems like it doesn't really matter what side you put in the various module "side" sections, they will always just revert to whatever the mission allegiance is set to, is that correct? 4) What do the empty circles mean on the map (let's assume 100% intel is set)? I didn't see that mentioned in the thread and I wasn't sure what they represented. This really is a great tool and can simplify and speed up the grind of mission making. Thank you very much for making this and continuing to support it!
  22. Does this do something different than "this land 'LAND'"? Or to ask it another way, does doing it the way you mentioned fix the AI just hovering instead of actually landing if you have a trigger set to prevent moving to the next waypoint?
  23. Something I try and do, but alas, this time looking for support module stuff wasn't working for me. Thank goodness for the forums to get help and be pointed in the right direction...for so many helpful years.
  24. I have a feeling this is a very basic problem to solve, but between Google and the Biki, I haven't found the answer. Apologies for the simple ask... I'm trying to make a Support Module (specifically a CAS Rotary module, but the idea is the same for any of them) that won't be available to the player until another variable is true via a trigger. I've tried syncing the trigger to the module and that didn't work. I don't see a way to make a module "activate" via a "this && var" type setup. So what am I missing? To summarize, I'm trying to make a support module unavailable until "X" is true. I know I can use the excellent Mil_Cas script from @beno_83au, but I'm wanting to keep the ease of the point and click interface while also allowing the player the freedom to pick the CAS point instead of pre-baking it specifically to a target/unit as the mission maker.
  25. I've used Outlaw's Mag Repack script for a long time. It needed an update after an Arma update several years ago, but once that was done, it's continued to work great. However, it sounds like you may be using that now, if you're complaining about a window interface. I like the interface because I can choose which mags I want to repack to make the repacking quicker. If that's not to your liking, I found this from pierremgi just now while trying to search for Outlaw's thread.
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