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Everything posted by nettrucker
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Another noob's introduction
nettrucker replied to Alex Scorpion Chambers's topic in ARMA 2 & OA - GENERAL
Hi there and welcome to the forum. You'll see once you get hooked it'll become more and more difficult to get the same fun out of other wargames you will play. tried a lot of different games but in the end I couldn't find any other game that can compete to ArmA II at least not for the time being. It's quite addictive. LOL Stay tuned:D Kind regards nettrucker -
Hi What does ATDI mean. Did a search on the web but couldn't find anything. Sorry but I'm not a native tongue. Thanks in advance. regards
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Force AI RPG to target and fire
nettrucker replied to Stugwi's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could use the deleteVehicle dummyname command to remove it after a short time. kind regards nettrucker -
Music In Chopper
nettrucker replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Holy s**t I didn't know about the playMusic "silence" command. But won't the game engine search for a soundfile named silence when using that command. playMusic "" doesn't work said Aloha who has checked it, it comes up with an error messagge JFYI. What about 2 triggers. 1st trigger plays music or sound only when player is in vehicle set to repeatedly COND: player in vehicle ON ACT: player playMusic "soundfilename"; 0 fadeMusic 1 2nd trigger 0 fadeSound 0 or 0 fadeMusic 0 when player is not in vehicle also set to repeatedly. COND: not (player in vehicle) ON ACT: 0 fadeMusic 0 Yeah sounds should be mono but AFAIK you can activate them also by the playSound command. I use the say command only for speeches ingame. If I'm using a custom combat ambient sound i'm activating it usually with the playSound command. Kind regards nettrucker -
AI units taking weapons and magazines from corpses and crates
nettrucker replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I second that. The error comes from VOP sound, clearly to see in the beginning of the error messagge. regards -
Campaigns - Do You Think They Promote This Game Or Not?
nettrucker replied to mrcash2009's topic in ARMA 2 & OA - GENERAL
What did you do when you first bought OFP? Did you immediately checked out the editor or did you first played the single missions and campaign? Not everyone is into mission editing. I started getting curious how it's done, after I finished the campaign and played all single missions. Kind regards nettrucker:D -
Overview.html help
nettrucker replied to AnimalMother92's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I couldn't get it to work either by using the .jpg extension. It does work with the .paa extension though. There's a plug in somwhere which permits you to save as paa format in photoshop. I have no idea why but I couldn't make it work with jpg format. Kind regards nettrucker -
AI units taking weapons and magazines from corpses and crates
nettrucker replied to McArcher's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
VFAI has still some flaws, I'm using it too. I contacted Victor and he told me as soon as he got some time he would improve the script. I'm using VFAI in my campaign still WIP. There are still config errors showing up which is a spoiler. regards nettrucker -
3d sound and positional sound
nettrucker replied to sic-disaster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there Sic Disaster here's in examle of how to loop a sound it's an sqs. script. #start playsound "tankcomb2dist" ~254 goto "start" since my soundsource file has the exact lenght of 254 seconds I send the script newly to start with the goto command. I can activate this script by trigger or in a unit's Init field by using unitname exec "tankcomb2dist.sqs" I would also like to figure out if a sound can be heard only in a vehicle and not outside. AFAIK not but maybe I'm wrong and there is a way. kind regards nettrucker -
Campaigns - Do You Think They Promote This Game Or Not?
nettrucker replied to mrcash2009's topic in ARMA 2 & OA - GENERAL
I voted yes. In my opinion the campaign and the single missions are crucial, if people will like the game or not, especially concerning people new to ArmA. If you buy a wargame you never heard of before or maybe throughout a friend. The first thing you gonna do is fire up a single mission to see what's up. You try understand how to play the game. once familiar with the controls the next step is you play the campaign. What I personally disliked was the warfare missions in the campaign of ArmA II. I just don't like it. In the OFP campaigns you felt part of something really big but you were just a normal grunt for half of the campaign. No responisbility of commanding a squad to quickly, you just followed you're AI team leader and tried to stay alive until you adapted to the gameplay. Than you started commanding. There were more than 30 missions in the campaigns. I could easily identify myself with the main characters. Which I couldn't in ArmA I nor in II. Great storylines. ArmA I under that aspect was a fail- Much better Queens Gambit, but it was miles away from the OFP campaigns. In my opinion the importance of a good campaign in a wargame shouldn't be underestimated. I believe the game stands and falls with it's campaign in the first place especially to newcomers. What I loved in OFP was the mission objective were just a few. Take the town for e.g. I had my utmost fun when I had to take a town. No uberlong missions where a lot of design flaws can come in. I loved the "simplicity" of the missions sometimes. Don't get me wrong I love long and difficult missions, for e.g. remember "unimpossible mission" that was one of my favourites. Well in any case I believe that BIS could make a hell of a campaign for OA if they would go back to the roots and give more importance to the Singleplayer campaign as they did with OFP. A strong storyline and a grunt character where you can identify yourself as it was with Armstrong. Kind regards nettrucker:D -
Here are my 2 cents. 1.) In case you have a big budget and a powerful marketing machine at your disposal you can even sell s**t. Best example Dragon Rising, just to mention one. 2.) Buggy game releases. ArmA I and ArmA II were not fit for release poor quality control especially the ArmA II campaign had some game breaking issues. ArmA I campaign was just average compared to OFP campaigns. 3.) Bad reviews in gaming magazines on release made a huge impact. people are reading other peoples review and judge them before even played for themselves. 4.) Bad mouth to mouth pubblicity of people who just don't get the sprit of this game and don't get satisfaction in playing it. 5.) People got scared of all the technical issues reported and the system specs to run the game. People with ueberigs having problems to run the game properly and without issues. I guess that scared a few people. But there was nothing BIS could do under that aspect. We're not talking about a console game which all have the same technical hardware layout. How may different setups have we here in the community when talking about PC's? That was a mission impossible form beginning IMHO, so I don't blame them for that. 6.) Multiplayer is not in issue as long as you stay away from public servers. There are a lot of organized squads out there and it's fun. I played some preparation battles on Charlie Foxtrot server and it was a great fun. More than 40 people per side connected on Teamspeak. Never had any issues with communication. Very disciplined game play. You talk only in case you have to report something otherwise you keep your mouth shut and you report it to your teamleader, teamleader relays to HQ without jamming the teamspeak channels. It was a pitty I had to stop due to real life issues because it was amazing. In any case that's the main reasons in my opinion. regards
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Ai walking thru walls.
nettrucker replied to call_911's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is an old bug which happens since OFP. I really don't know if there's a work around. sorry -
How to use Cut Rsc
nettrucker replied to thaFunkster's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is a tricky thing. I tried it once for ArmA I but failed to get it to work. At Ofpec there was a thread were somebody got it to work. Kind regards nettrucker -
I guess the most used screen recorder is Fraps and as far as I know it is not free. I for myself purchased it because it's usefull and I use it a lot. kind regards nettrucker
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Serious question to mission makers about copywright and sound files.
nettrucker replied to CombatComm's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You could ask the artist for permission for example if you wanna do a correct thing. In case he's still alive. On myspace you can reach nearly everybody throughout personal messages. That would be the right thing to do. In case you receive no answer it's up to your conscience. Illegal distrubution of music throughout the Internet did a lot of harm to the music Industry and it is still doing harm. Uploading somebodies intellectual propperty without expressive permission granted is against the law, but a lot people who are surfing the net takes granted that everything is for free. And it did damage to the Music Industry way back in the mid 90's and it's doing the same now to the movie Industry. People are downloading pirated copies rather than buying stuff. My apologies for my rant, I hope I didn't spoil the party. 1) the reason is that the ogg format is far more compressed than the mp3 format. The sound quality suffers the higher the compression. If you would compare mp3 format against wav there's just a huge difference for a trained ear to notice. You are losing frequencies when compressing music. 2.) This isn't entirely accurate, I used songs in game around 3.40 min of playtime. I really don't know if there's a limit. Just do what you think it's right . . . do the right thing!:D Kind regards nettrucker -
This happens normally when using mods or 3rd party addons . If you use that and you are working on your missions and save the mission with addons installed it's normally saved in the mission.sqm. If you remove the addon later you receive the above mentioned error message. The mission.sqm must be checked and the addon which is not anymore used in the mission must be removed manually from the mission.sqm, paying attention not to delete other stuff. In case Intro -outrowin - outrolose has been made the addon must be removed from them as well since they are listed there too. Regards nettrucker
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You can be proud and feel satisfied. You are running your business considering the ethic aspect in a different manner. You take care of your community and your products naturally. Which reflects in constant improvements of the game. The only thing which makes me sad is that BIS is labeled for releasing buggy games, and believe me it's difficult to get rid of such rumors. I wish that the quality control of included campaigns and missions will be improved in future. I believe that bad pubblicity has driven away a lot of potential customers for ArmA II especially because the campaign had game breaking bugs. Now it's fixed. But that should have been done before release. No comment on how discussions went in this thread it should have died a long time ago, but it's some kind of entertaining too. kind regards nettrucker:D
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Music In Chopper
nettrucker replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
1.) Replace the ALCHEMY_INSTRUM with the name of your music file in the description.ext using the code I sent you. 2.) After that open notepad paste the code and save it as description.ext. Type of files: all files, in your mission folder. 3.) inside your mission folder create a folder named music. There you place your .ogg file you want to play in game. 4.) Open up the mission editor place a trigger in the mission conditionfield: true go to effect panel select music tracks scroll down to the bottom and there you should find your music file name to select. If it doesn't show up than there is maybe a mistake in the description. ext. If it shows up than select it and your done. Save the mission and hit preview. It works believe me. kind regards nettrucker Edit: Some more content and explanation for you well I didn't want to make any false statements I expressed myself badly in the case with the sound properties. It was recommended I think to limit the filesizes of custom added sounds or music, my appologies for that. And yeah this info might be outdated since I learned this stuff way back in OFP CWC days. Now there is a simple reason why 3 different classes are to be defined in the description.ext for custom sound and music. AFAIK there are 3 different classes. music sound radio If you open the audio options in game you'll see 3 possibilities for settings radio effects = sound music with that you can adjust you volumn settings in the audio options ingame. Radio and other soundfiles are always been placed into the sound folder meanwhile music has it's seperate folder. Never really understood the reason why. In any case, if you define a music track as sound instead of music you won't be able to use your music settings to adjust volumn ingame in the audio options. You will lower or higher the volumn settings when moving the effects slider and you will lower or increase both at the same time, ingame sounds and music. That's why using proper class definitions is recommended. I know that musicfiles are working when declared as sound. I could even declare a soundfile as music if I want. Radio class: AFAIK the radio class is defined seperately for 3 small reasons. Being able to independently increase or lower the radio files in the ingame audio option panel. Last but not least it adds a little static noise and the beep sound when ending communications ingame, to the original soundsource, when properly defined. You define custom radiofiles under sound and no beep is to be heard anymore and also the static is gone. When creating my own custom soundfiles especially radio files, I already implement in the original sound source all kind of distortions and edit the file before defining it. But I will only hear the beep when communication is terminated in game, if I have declared the sound as radio class, otherwise it will play only the sound file. Changing db settings manually in the description.ext has never worked for me and that since OFP days, whatever settings I used I couldn't increase the sound volumn of the source file in game, that is my personal experience on that matter in question. I hope it will help you understand some more I try maybe to send you a small example mission but it might take some time. -
sound editing for mission
nettrucker replied to therev709's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi there I'm using wavelab for sound editing. First, defining radio files in the description.ext will make you radiofiles sounds with a bit of static noise. Second the beep is played automatically when defining radio classes, but it's only working for radio classes. Now if I want to do my own radio static thing I have to edit the soundfile in my editing programm. I'm using equaliziers to make it sound "small" as a phone or radio, as for the distortions I'm using some plug-ins for example a guitar distortion like quadrafuzz and I can do every kind of different distortions for e.g. heavy or light distortions and so on. The results are different sounding radio sounds. But the icky part is the definition of all the different sound classes in the description.ext kind regards nettrucker -
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Music In Chopper
nettrucker replied to warghost20's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
HI there you could add the show script error syntax to your ArmA II launch icon. In case there is some script errors in the description.ext then it will show up, so at least you know if it's script related or there's something wrong with your music file. Never had any problems using custom music files in game. regards nettrucker ---------- Post added at 01:58 PM ---------- Previous post was at 01:28 PM ---------- Just noticing a couple of things though in the upper example you are using as defined class music, but your music file has been placed into the sound folder which won't work, because the game searches for a music class and therefore the musicfile must be located in the music folder otherewise the game will tell you no file found. Here's a small example I used and it works without problems. class CfgMusic { // List of tracks (.ogg files without the .ogg extension) tracks[] = {ALCHEMY_INSTRUM}; // Definition for each sound class ALCHEMY_INSTRUM { name = "ALCHEMY_INSTRUM"; // Name for mission editor sound[] = {\music\ALCHEMY_INSTRUM.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; I evidenced the part where in my opinion is a mistake. First one is that you have placed your musicfile in a sound folder not withstanding you declared it as music class. So the game is looking in the wrong folder ergo it won't find it. Second remove the quotes as seen in example I posted below. Third, you used 3 different names in the class definition, one you named Class Musictrack1, the line below you called it Music_1 and then filename1.ogg. That will never work because you have to use always one identical name for your your music/soundfile. Now when using sounds the properties of the sound file are important. It must be mono, 16 bit, 44.100 kHz. Music can be stereo though, sounds not. The example of the definition I send works perfectly in ArmA II for me. Music should be always located in the music folder meanwhile sounds in the sound folder. I know that you are most probably frustrated right now, which reminds me of my first attempts to import custom music or soundfiles into the game. It tooik me some time to figure it out but once you got a hang on it . . . it's a piece of cake. I hope that helps. regards nettrucker:D -
Hi CPL_HICKS I never tried the ninjam. For the time being I don't have an electronic drum kit anymore. I once bought a Roland TD7, I thought that with an electronic drumkit I could play and study at home. That was a completely wrong assumption on my part. The problem was the kick drum. Not withstanding it was electronic and I played on headphones, the kick drum made too much noise. The sound waves have been transmitted throughout the pipes in my flat and it was noticeable in the whole house. After a week or so my neighbours threatened me to call the police in case I don't stop. yeah that was the end of my dream playing drums at home.:( In any case I still used it a couple of years, in case I needed some particular sounds on my drums but when turning back to play rock music I sold it, because it was catching only dust. So without an electronic drum kit there's no way to partecipate for me, as a drummer on ninjam. Really a pitty because yeah we could have set up an ArmA Jam. thanks for your reply. regards nettrucker ---------- Post added at 12:06 PM ---------- Previous post was at 11:56 AM ---------- Hello Binkowski thanks for your new reply, a couple of pages back I posted a comment on your vids. Don't know if you read it or not. It is really awesome stuff. I watched those videos more than twice. The drum parts are really cool and played with such a great precision, that is really outstanding. I loved the one with the hornsection. It is amazing. What a sound. Second time I played it, I turned up the volumn and was nearly blown away. I loved it. Keep it up, you definitely have a great technique. You are not only an outstanding addon maker but a good drummer too. wish you all the best.:D kind regards nettrucker.
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Looks indeed very promising. cheers
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That happens most of the time to me, enjoying the fact just to stay alive and save my butt.LOL:D