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stingfish74

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Everything posted by stingfish74

  1. guys, did the effect film grain and environment movie day/night get removed from arma3? i swear these were in editor/modules f7/category effects/module.
  2. stingfish74

    US Military Mod (80s, 90s)

    love this mod. i have not booted up arma2 in a long while and been waiting for this mod. one question tho, how to add backpacks to these units. i tried this addBackpack "usm_bayonet_m9usm_pack_alice_prc119"; but getting a bad vehicle type error. ???
  3. @Sgt. Peppa. would you mind posting your Sweet FX settings for Arma2 or PM'ing me with the settings? I'm curious to what your settings are and would like to try them. thx mate
  4. Hey guys, I would like to patch my arma2 OA from 1.5 to the latest 1.6 patch. Before I do this, can you provide me with a path of backing up the entire game in the event I have issues? Last time I patched, the graphics sucked and I have to reinstall everything. Including my personal modded configs. I searched, but found no instructions on a way to back it all up so I can quickly go back to the version that works for me. Thx mates
  5. hey guys, looks like this requires 1.59. I've had many issues with 1.59 and chose to stay back. is there a way i can change the version # in my ARMA2/OA without patching so this mod can play? i.e. where in arma2/oa core sits the version#? or is there any other workaround?
  6. Can't seem to figure this out and need assistance. Goal: To play a specific effect sound when my team AI or player kills an enemy. I have a list of 6 unique sounds, and would like them to be dynamic per AI unit if possible. Issue: I can't seem to determine if the trigger events can support this. If so, how and if not, do you have alternative solutions? Additional Notes: Remember GhostRecon, when a member of your team kills a enemy unit and the radio chatter... "Kill Confirmed" or "Nailed Him" That is what I'm looking to accomplish.
  7. perfect! works like a charm. thanks again for all your help.
  8. Hey F2k Sel. If you're still around will you please help me with one more thing. I wanted to play a specific sound when one of my units is killed. IE, i'm the player and if one of my units is killed i hear a specific sound. would this look like the EH you set? thanks for your help as always.
  9. @F2k Sel. Thanks for your support in this one. Thanks to everyone. It works and is pretty cool IMO. Love the "kill confirmed" when one of my AI units kills someone. thanks again. brings back the old Ghost Recon 1 days.
  10. stingfish74

    J.S.R.S. 1.5

    Nevermind. Silly me, it's in the audio options. Sorry guys.
  11. stingfish74

    J.S.R.S. 1.5

    Merry Xmas Mates, Thanks LordJarhead, this is wonderful. Quick Question tho. Where do i set the 128 or 32 sound sample? I didnt see it mentioned in the readme and not sure where that setting is? thanks.
  12. thanks F2k Sel. This works. :) the only thing is when bill, or ted kills an opfor they will shout the sound twice. i'm not sure why tho. here is what i'm using. any idea? int code line, this is what i stick in the int line of each unit. null=[] execvm "Shout_out.sqf" There is the shout.sqs { if (side _x == east) then { _x addEventHandler ["killed", { _killer = _this select 1; if ( _killer in (units (group player)) ) then { switch (_killer) do { case bill : { _bill_sounds = ["kill1"]; _bill_sound = _bill_sounds select (floor(random(count _bill_sounds))); _killer say [_bill_sound,1,6]; }; case ted : { _ted_sounds = ["kill4"]; _ted_sound = _ted_sounds select (floor(random(count _ted_sounds))); _killer say [_ted_sound,1,6]; }; }; }; } ]; }; } foreach allUnits;
  13. @F2k Sel. Thanks, it works now. Jeez, just like Ghost Recon! when I or my group AI kill an enemy, you hear a "killed confirmed", or "nailed him!", or "hes history" etc :) One more question. How can we make this work do that each member is assigned one sound to make when killing an opfor? example, when i kill someone i say kill confirmed. when one specific unit in my group kills someone he says something else?
  14. @Demonized and F2k Sel, thanks so much for your help. i just tested the first code Demonized wrote and used the description F2K Sel provided, just modified the Ahh to my sound name and it worked like a charm. many many thanks! going to try the dynamic EH Demonized wrote now. Thanks again for your help! ---------- Post added at 12:18 PM ---------- Previous post was at 11:21 AM ---------- ok, i just tried the dynamic code, but when i insert it into the int line of my player i get the error pop when i preview, but there is no specific error message referenced. not sure what may be wrong. here is the int code im using. i double checked my description code as well. int. { if (side _x == east) then { _x addEventHandler ["killed", { _killer = _this select 1; if ( _killer in (units (group player)) ) then { _sounds = ["kill1","kill2","kill3","kill4","kill5","kill6"]; _sound = _sounds select (floor(random(count _sounds))); _killer say [_sound,1,6]; }; ]; }; } foreach allUnits; description class CfgSounds { sounds[] = {kill1}; // Definition for each sound class kill1 { name = "kill1"; // Name for mission editor sound[] = {\sound\kill1.ogg, db +0, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class kill2 { name = "kill2"; // Name for mission editor sound[] = {\sound\kill2.ogg, db +0, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class kill3 { name = "kill3"; // Name for mission editor sound[] = {\sound\kill3.ogg, db +0, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class kill4 { name = "kill4"; // Name for mission editor sound[] = {\sound\kill4.ogg, db +0, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class kill5 { name = "kill5"; // Name for mission editor sound[] = {\sound\kill5.ogg, db +0, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class kill6 { name = "kill6"; // Name for mission editor sound[] = {\sound\kill6.ogg, db +0, 1.0}; titles[] = {0, ""}; }; }; ---------- Post added at 12:33 PM ---------- Previous post was at 12:18 PM ---------- Scope Change: How would this work if I wanted each BlueFor to say a specific sound each time they killed an Opfor? One on my units will say kill1 for every opfor he kills. The other unit says kill2 for each opfor he kills etc?
  15. @F2k Sel, it's a start in the right direction for me. i just tested it and it seems its one solution to what im looking for. i dont know where to stick the sound file, i referenced it in your snippet but when i kill an opfor it errors "killed.ogg" not found. also, im wondering if there is something i can add to the bluefor unit/s that when they kill someone they say something. @bigshotking, many thanks for the reference. I've trolled Murray's guide in the past and found it to be useful for some of the other scripting i do. for some reason, i cant get a grip on EH's.
  16. thanks mate. was afraid i needed to use eventhandlers. i weak in those, even after trying to play around with them for a while. im not sure what it would look like creating one for what i wanted to accomplish. ---------- Post added at 08:36 PM ---------- Previous post was at 08:06 PM ---------- hey Demonized. can you help me with this? i can do some scripting but never figured out the EH's. What would this look like? i have 3 bluefor units. one player, and two AI. When I, or my AI kill an opfor i want to play a specific .ogg file.
  17. i need help please. I've been playing arms2/oa for over a year. i decided to patch to 1.59 from sitting on 1.57. i had the issues with quality so i wanted to roll back. installed by 1.57 backup but then decided to do a complete clean re-install. i uninstalled arma2 etc. now, during install ive run into an issue ive not had before. during the arma2 install, it stops at installing the 'uninstall' files. if i launch, it gives me a 'bad serial key at setup' this is a dvd version of arma2 combined ops that comes with arma2 and oa. i tried everything i found on the web. installed from hard drive, used reg cleaners to find any old keys and remove them. i did see that the on the files from the dvd, there is a file called Uninstall.csv and one called UnInstall application file. the difference is the capital letter "I" but i dont think that is causing these errors. here is some data from the install issue. not sure if you can see what my issue is from here. i also ran this with win firewall disabled, and as admin. any ideas? win7 op sys.
  18. stingfish74

    WarFX : Blastcore

    thanks all for your help. finally got it working. turns out i had some major conflicts. i was using ACE2, GL4, SLX. I completely removed SLX, disabled all in GL4 except radio chatter, and retained ACE2 as-is. tested several times, several different test cases and found it was a combination of these mods causing conflicts. i now can leverage full blastcore in all it's beauty.
  19. stingfish74

    WarFX : Blastcore

    OS and all. http://www.youtube.com/watch?v=TIUX-sR9EW4 See the secondary explosions in this short vid? how can i force these effects via trigger? i want to test to see if they appear like this for me. right now, i still dont see any spark explosions like this even if i'm only running arma2 OA, @CBA, and Blastcore. I'm so confused by it's looking different for me? any ideas suggesitons? i did DL blastcore from lucky and see some improvement but i'm not sure what would be causing me to never see the sparks like in this video? please help, been spending alot of time on this and at wits end. :(
  20. stingfish74

    WarFX : Blastcore

    many many thanks Pvt. Lucky. i would use SIX updater but unable to install .net framework on my machine do to a op sys file issue. so your effort is much appreciated.
  21. stingfish74

    WarFX : Blastcore

    ok so this is driving me bonkers. question: what would cause the larger explosions not to work? i.e. the explosions w/just sparks like effects? i see them in videos, but i don't see them in game? someone told me it was the secondary explosions, but i only see a small poof of smoke, but no sparks when using blastcore. any ideas? im using ACE2 and SLX, but have tried it using arma2 co w/out any mod cept CBA and Blastcore. my machine is capable of running arma2 just fine, i'm wondering if it's something else. also, i can't remember which mod causing secondary explosions in vehicles? my point is, i want to see the blastcore vehicle second explosion, can anyone help?
  22. stingfish74

    WarFX : Blastcore

    http://www.youtube.com/watch?v=92ydmL9INUo&feature=player_embedded#at=41 what WARfx ordnance is used @ 1:27 in this vid? i.e. second Humvee explosion?
  23. stingfish74

    Real Warfare Soundmod

    will someone please tell me what WARfx Ordnance is used @ 2nd explosion on that vid w/ the humvee. thanks.
  24. stingfish74

    Real Warfare Soundmod

    hey, in that vid demo of the upcoming sound mod, @1:27 when the explosion hits the humv, what mod is that? i dig that explosion effect as much as im digging your sound mod.
  25. stingfish74

    BAF - Sproket

    i have ARMA2 CO. i bought BAF from Sproket. When i DL the file, after i run/extract it i get the following error: "there was a problem with your installation. please reinstall and try again" does this mean there was a problem with my ARMA2 CO install and it's asking me to reinstall that? if anyone has any suggestions, please help! UPDATE: additional info WIN7, DL'd this several times using IE8 and FF. Also ran as admin.
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