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savedbygrace

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Everything posted by savedbygrace

  1. savedbygrace

    Play sound with trigger?

    My apologies, I thought you understood Carl Gustaffa above. (Thanks Janat) In addition, your actual sound(the one you include to be used) must be placed into the mission folder. Most folks create a sound folder inside the mission folder and then place their sounds there. It helps to keep your mission folder organized. Make sure that the sound entry within the description.ext points to that folder. For example... class CfgSounds { this is the introductory bracket for the sounds class sounds[] = {}; class help1 //This begins a new sound class { //This is needed to introduce the class name = "Frosties_Help1"; // What the sound is labeled as in a trigger (e.g. trigger effects) sound[] = {"[u]Sound\[/u]help1.ogg", 1, 1}; // filename, volume, pitch titles[] = {};//The text(subtitle) that will appear when the file is played. }; //This is needed to close the class class help2 { name = "Frosties_Help2"; // What the sound is labeled as in a trigger (e.g. trigger effects) sound[] = {"[u]Sound\[/u]help2.ogg", 1, 1}; // filename, volume, pitch titles[] = {};//The text(subtitle) that will appear when the file is played. }; }; //this is the closing bracket for the Sounds class The underlined text is the directory to where your sound is located. It can be as long as you like, named whatever you like as long as it is correct. For uniformity though, it's best to maintain some sort of standard that the community recognizes such as a simple "sound" folder. The description.ext file is simply created with notepad and then saved as Description.ext. It also goes inside your mission folder.
  2. savedbygrace

    Play sound with trigger?

    VIP say "sound_file" OR VIP say ["sound_file",5] if you have subtitles attached to your sound file in the description. That would only allow the subtitle to be displayed if the player was within 5 meters. Change it of course to your choosing. If you really want to get dynamic, add multiple sound files that are played at specific distances. Perhaps a shouting "Help" at>>> (player distance VIP >= 25) && (player distance VIP <= 35) . A softer cry for help or grunt or something at>>> (player distance VIP < 25) && (player distance VIP >= 10) . Perhaps struggled breathing at>>> (player distance VIP > 1) && (player distance VIP < 10) . That would be three different Triggers. Or to eliminate the need for more triggers just execute a script when the player gets within a certain distance which loops and checks the distance and plays different sound files, exiting once the player reaches the VIP. Just some thoughts. Not trying to make it complicated just mentioning possibilities.
  3. savedbygrace

    Play sound with trigger?

    Try using the Say command rather than playsound. It will force the sound from the object that is saying it and affect the hearing direction of the player rather than just playing the sound globally. You could also insert the code (player distance VIP <= 25) into the condition field of a trigger and you would not need a radius. This would allow you to make the VIP placement random and thus different for every restart. It will also allow you to place the VIP into a building on a higher level and the player would not activate the trigger until he/she is within 25 or whatever distance seems more appropriate of the VIP. A radius would allow the trigger to be tripped as soon as the player entered it's perimeter whether that be in the air or on the ground. Good luck and happy editing!
  4. savedbygrace

    Lost Key v72.zulu

    Make sure you have an "Addon" folder inside your @LK folder and that the lost key pbo is in that Addons folder. Aside from that, make sure your CBA is current and the lost key will be auto added to your action menu.
  5. savedbygrace

    Lost Key v72.zulu

    I had great fun with this thing Loki, smiles all the way. You really just couldn't know how much I was hoping for an update to this excellent tool. I'm telling you pal, it is THE most used addon I have downloaded. Absolutely priceless for mission beta testers. I have always pushed this and tried to sell it to other community members(even version 1.5).
  6. savedbygrace

    Lost Key v72.zulu

    Can't seem to hook up with you on Skype, so here it is so far. Could use something to prevent selections such as Credits and About from overlapping one another if the user presses them both at the same time. I realize it's one of those things you just learn not to do after the first time you do it but for new users, it may be a good idea. Bullet cam does not seem to function as smoothly as some I have seen. It's as if the cam has trouble keeping up with or deciding to stay with the projectile. Mischief/das big guns gives this error>>No entry 'bin\config.bin\CfgMagazines.5Rnd_Maverick_A10'. When using the HALO selection, the unit is pushed forward as though to provide forward momentum. Not sure if that was intentional. SatView selection could use...a way to switch between nightvision,thermal,normal modes as well as lock onto objects for targeting and perhaps calling in air or arty strikes. A brief hint could be added to Gigan to inform the user that "H" is the list of controls. Again, one of those, learn once discovery things. Just an idea to better help editors; add grid coordinates to the object class identity scripts to be displayed with classnames. I swear that when I activated that nuke bomb, I was expecting your infamous salute to rise from the top of that shroom to salute the world. Maybe you could add a loki nuke that does just that. cheers
  7. I think the most important hurdle will be making it so that all AI vehicles recognize it as a bridge(Or solid ground) and actually use it. Even BIS hasn't accomplished this with elevated platforms such as their harbor or Dam pieces. It's great to see you bringing something fresh to the game. Thanks for your efforts so far.
  8. savedbygrace

    Lost Key v72.zulu

    Oh my! Death's reaper breathes air! You have no idea how hopeful I was that you would return to perfect this tool. I've been dealing with version 1.5 and all of it's broken parts since you left and even attempted to open it up and figure out how to fix some stuff. Glad you didn't ultimately abandon your work; or us pal. See you on Skype! Expect much feed back.
  9. savedbygrace

    Beta Testers Wanted

    Hey folks, No mission here, sorry. If you enjoy beta testing user missions and helping others improve their own work, please take some time to check out this link. Your time would be greatly appreciated. Thank you.
  10. savedbygrace

    Beta Testers Wanted

    As a matter of fact, OFPEC has no resources to test user submitted MP missions and so we have had to rely on staff who have their own servers and playing mates to provide feedback. They typically play with their own mates who express their thoughts about a mission to that staff member who then offers feedback in the mission's thread in our forums. Anyone can play test and offer feedback for any mission at OFPEC, obviously, but only staff can conduct a review of that mission if/when it reaches final stage. Thanks for your interest larsiano. Any further questions?
  11. savedbygrace

    ArmA II / OA Installation problems

    Thanks pal, I appreciate your response. I was hoping that I would be able to keep them separate but run them together. Oh well, Folks will just have to purchase A2 along with OA now won't they!?
  12. savedbygrace

    Beta Testers Wanted

    Hey folks, No mission here, sorry. If you enjoy beta testing user missions and helping others improve their own work, please take some time to check out this link. Your time would be greatly appreciated. Thank you.
  13. savedbygrace

    ArmA II / OA Installation problems

    To ask once again... I have installed my DVD version of Arma2 into the Bohemia Interactive folder. I then installed my DVD version of Arma2 OA into the same Bohemia Interactive folder. I did this so that I could run each game separately. I would like to know if there is a way to combine them and have them run together as they are? Or must they be in the same (Arma2)folder to be initiated as Combined Operations? EDIT: Or, is it possible to run one or the other once they are combined? I think I recall combining them but OA still having A2 content in the editor. (Which prevented others who only own OA from playing anything edited by me.) Thanks for your time.
  14. savedbygrace

    [R3F] Realism

    It's true that AI are not as efficient when battling human minds that think outside of a program but they still do calculate well enough and as fast a processor to pose a problem. They also see through vegetation and know your position even when you move behind a building. Adding this effect to them as well would help to balance that offset. At the least, consider implementing the effect for AI in SP mode to aid players while having to deal with larger numbers of OPFOR and micro management of their own AI squad mates. I think that would be beneficial to all those who enjoy SP over MP. Just a thought is all. Great effort guys. I prefer optional addons like this to pick and choose the game enhancements over full mod conversions like ACE.
  15. savedbygrace

    ArmA II / OA Installation problems

    Hey guys, I purchased Arma2 a while ago and installed it on my pc, then installed A2 OA on the same pc. Recently, my pc went down for various issues and I have been forced to use my wife's pc until I can get matters resolved. I opted to reinstall the same copies onto her pc until I get mine going again and was wondering if that will cause problems with the securcom activation? I have no plans of operating both pc's with the identical serial numbers but don't want problems with fade later. Any thoughts? Also, If I have installed Arma2 and A2 OA separately in the Bohemia Interactive folder, how do I get them to run at the same time to gain the benefits of both?
  16. Hey guys, great effort thus far. Just curious as to how difficult it would be to change the default sound of the rice pads to more of a mud suck type than hard concrete?
  17. I think I have discovered what my problem is. I installed Arma2OA to the same folder that I had installed Arma2 which combined them automatically. The executable created for Arma2OA simply initiates the Arma2 folder with both versions inside. Can I install Arma2OA again in the Bohemia Interactive folder right next to the Arma2 and Arma2OA combination folder and be able to run OA alone? Will that mess anything up?
  18. Thanks CoolFire, I guess I just overlooked it. Can anyone help me with the other issue? What did you folks do? Install OA into its own folder next to Arma2?
  19. Hope my post is acceptable in this thread. I have the boxed Arma2 installed. I then installed the boxed OA into the same directory. I run the executable for OA and some of the Arma2 content is loaded as well. Others who have only OA can not open my files. Does that mean I have to uninstall OA and reinstall into another directory? If so, would it be something like program files>>Bohemia Interactive>> OA(which would reside next to the Arma2 file.) How would I run both if I separated them? One last question...I noticed the requirements for BAF list windows 7 as the OS. Is that exclusively or is BAF Vista compatible? Thanks for your attention folks.
  20. savedbygrace

    Arma 2 Addon request thread

    Would someone consider porting The female soldier "Tania" from A1? MotorPool Mechanics wearing BDU pants, Tshirt and caps. Air traffic controllers
  21. savedbygrace

    Arma 2 1.06 Patch Suggestions

    Thanks to the BIS team for your efforts in 1.05, it is appreciated greatly. I noticed that the AI seem to mis-calculate the distance to a waypoint when at normal speed. They drive right through a waypoint before stopping. They do fine in limited speed mode but normal seems to have them initiate braking too late. I realize it sounds silly and unimportant but it tends to throw off precise handling during cinema or gameplay patrols. Also, this is merely a thought for you guys wanting a challenge at BIS. Would it be possible to have downdraft from helis affect smoke and fire particles, such as drawing the smoke into the funnel and whipping it about during evacs or low flying CAS? And to take it even further...The passing of vehicles manipulating the directional travel of smoke? Thanks again for the Christmas Present.
  22. savedbygrace

    Patch 1.05 suggestions

    I've noticed textures swapping from CDF to USMC's on the same units at certain distances(maybe 50 meters out?) G36SD aiming is off. Currently the bullets do not go where the dot is aiming even at 20 meters. AI Driving is essential to smooth mission editing. AI not being able to walk atop objects like concrete harbors and dams. I've also noticed the heads blinking out on models The AI take a tremendous amount of time to decide whether they want to follow orders and board a vehicle when ordered to do so, regardless of what behaviour they are set in.(Seems they can not decide on a path to follow) Same for medics, they take their time getting to the player when he is down. If you move to safe cover while he is making his way to you, it takes even more time as he has to stop and reconfigure his path to you. By then I usually bleed to death. If I don't crawl to cover, they walk out into the open, Do not even attempt to drag me and end up getting killed which does nothing for me. The player has the ability to temporary patch other units, why not allow him to be able to take the time to patch himself so he does not bleed to death and he can atleast reload a weapon. The shakyness and forced crawling is penalty enough don't you think?
  23. savedbygrace

    Ground deformation [Feature request to BIS]

    I am certainly no graphics or gaming engineer but couldn't you create the hole in the face and setposition a model inside that hole to fill it? Wouldn't the engine have to alter buildings and objects in such a way to place one of those craters if the crater was within a specific distance of them? Just seem like a lot of work to choose to do over some of the more basic features. I think the above ground crater was just as effective and if done properly such as large enough to look like part of the land squeezed out to provide a deep enough hole to gain cover in, it would require less time and effort to gain it.
  24. savedbygrace

    Female Soldier [Feature request to BIS]

    My apologies pal, My reply could have no doubt been worded differently. Your points are clear and true enough. Forgive my irrational comment, though it was truly not directed at you personally but to anyone in general who refuses to ackowledge that females do in fact see combat whether by accident or not. But to restate my earlier opinion, A BIS female soldier model complete with sound, regardless of what faction would allow folks to include various versions of retextured models without increasing the filesize too much. It really has nothing to do with roles, policy, ethics or morals but just convenience to those who would like to expand the variety in game to include scenarios outside of direct combat.
  25. savedbygrace

    Female Soldier [Feature request to BIS]

    And so you decided to respond anyhow to prove what? About your earlier post though...I never mentioned that anyone was hating on women in the military(wasn't my point at all). I was merely stating that to claim that women do not fight on the frontline dishonors those who have seen combat whether intentionally or unintentionally. This thread was not about where a females place is in the military until someone remarked on it. It was about including female soldiers as units in the Arma2 game. How people use those models is their business and not that of others to determine on what is real or right. Guilt? Imagined offenses? I'm afraid you may have to explain your own imaginings because I have no idea how you concluded that idea from my previous post. Argument? There is no argument in that post. Merely an opinion. Take it or leave it but don't make it personal, I assure you, it was not meant to be. I think you have made your point clear enough though sir, that you feel female soldiers should not be included in future vanilla expansions. So why try and convince others that their opinions are wrong simply because they do not align with yours? How about taking your own advice and not turn this thread into a battle ground for your inability to accept the opinions of others? Actually someone did make a female model for Arma called Tanya. She was complete with voiced commands and physical skeleton and came in three different textures. Really nice.
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