satexas69
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Everything posted by satexas69
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Duke, Yes, that would.. but I'm not sure how to put that into a script for use. What I'm TRYING to achieve is having a shikla blown up, and then have it use one of the effects on it's location (dead hulk location) either "forever" or at least a long time... via a trigger when it's dead.
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Here is the original small OFP pbo addon that was used in OFP... would be awesome if someone could update it to ArmA... http://www.satexas.com/software/ArmA/fire-ofp.zip
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Is there any way to say blow up something (building, car, whatever), and then somehow do a "hint" to say who blew it up it? Using name in the "description" field? IE: Â hint "%player killed the car"
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Missle Lock - Won't hold?
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
This has been SOLVED - I figured it out. IF you put in a bunch of shilka's and you remove ALL of their fuel - when you "missile lock" them with hellfire's, etc... they will BLINK RED/WHITE/RED/WHITE/RED/WHITE over and over. As stated earlier in this thread - it's about fuel. The game's trying to see if it's alive or not, and the AI's turning the key to the engine trying to start it... so it cycles endlessly in an "unsure" type mode. Arrgh. -
AV Voice Changer 4.0 diamond works for me using regular wave recorder. I do the voice change and make a .wav... Then I load up goldwave and convert the .wav and mono and all the other ArmA requirements, edit it as necessary.. and then use goldwave to make the .ogg and the wav2lip program to output the speaking part... Easy as CAKE.
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Missle Lock - Won't hold?
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
This could be interesting - I have the fuel completely removed on ALL of them because I don't want them "moving around".... Could it be that even on an empty tank they're triggering the engine on and off trying to move in the eye of the ArmA engine? -
Missle Lock - Won't hold?
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
I think you may misunderstood my post. I have a mass of ENEMY tanks, fully manned, trying to shoot me down. That's GOOD. When I get in a AH1 or Apache, and lock on them with Hellfire in the radar, it blinks red-white-red-white.... like the game's unsure of the status of the unit. This doesn't seem to happen with only a FEW shilka's on the map... but I have 100+ -
List of Seats in Vehicles ArmA 1.05
satexas69 replied to -SPA-LynxEye's topic in ARMA - MISSION EDITING & SCRIPTING
The M113's are listed wrong. I can't get more than 4 into those for some reason. -
Recording voice and putting dialoge in game?
satexas69 replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
BOARD ERROR - Double post of same post.. Mod - please delete this one. -
Recording voice and putting dialoge in game?
satexas69 replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
#1. Why are you putting it into OGG before wav? Why not just stop doing anything with OGG, and simply work on your .WAV to .LIP issue, and completely ignore all the other stuff. It's rule #1 of troubleshooting - remove all the non-essential stuff, strip it down to the core issue. #2. Instead of troubleshooting this by doing massive file conversions, have you not considered NOT doing that to troubleshoot, and simply record your voice into the microphone, saving it as a .wav, and then converting it to LIP? The method in which I speak works just fine, every time. -
Trigger to check if more than 5 guys dead?
satexas69 posted a topic in ARMA - MISSION EDITING & SCRIPTING
I have a mission where I have a lot of civilians. I've taken the time and named each one (man1, man2, man3...) Instead of ending the mission if any one of them just dies (because AI screws up and kills them from time to time) - I'd like to do a trigger where: IF - !alive man1 && !alive man2 && !man3..... > 5 IE, of all the men (like 30 of them), if more than 5 !alives come back, set off trigger... Syntax? Thanks in advance.. -
Wav2Lip Issues. Tried everything.. Can't make it
satexas69 replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
Responding to yourself? Use goldwave (name of a software program) to make your .wav file in the CORRECT format if you suspect your originial .wav making program isn't working and making wav2lip happy. Have you considered that? There's a complete how-to thread in this forum all about using it - YOU started that thread asking for help, YOU got it, and now here you are making a SECOND thread talking to yourself? The instructions you were given in that first thread are dead-on accurate, and work great. I'm trying not to act like a smarty pants or a jerkface here, but your threads of late are frustrating me. YOUR orignal thread about this exact topic: http://www.flashpoint1985.com/cgi-bin....t=58898 -
Force a bomb to land in same spot?
satexas69 replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
Please try the script I gave you. You'll find it simulates the dropping just fine using the height value. -
Force a bomb to land in same spot?
satexas69 replied to BLSmith2112's topic in ARMA - MISSION EDITING & SCRIPTING
Victor - you owe DecimusAquila an apology for being a smarty. He was dead rght. This was HUGE thread about this and while I COULD be a jerk, I'll give you the code anyway: This is exactly what you are looking for: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; *************************************** ;Explosion Script by GuiltyRoachKillar ; Updated by ]KAW[ Rooster aka SATEXAS69 ;****************************************** ; ;To use make a trigger: ;Activation: [nameofobject,"ammotype",height] exec "explos.sqs" ; ;Example: [target1,"Sh_122_HE",15] exec "explos.sqs" ; ; *************************************** ; This is great for making stuff explode using triggers and such... ; ; OR - ; ; You can simulate a huge bombing run like I have, by making a bunch of "H" objects ; using the INVISIBLE ones, and naming them "target1"... "target2"... and then having ; a plane fly over them setting off the above in a trigger... I stack multiple in a ; single Activation line varying the height for tons of fun in my mission ; called "FORT ROOSTER" ; ; *************************************** ;Get the array parameters and define _pos... _unit = _this select 0 _ammo = _this select 1 _height = _this select 2 _pos = getpos _unit ;set _pos height according to what's in the array _x = _pos Select 0 _y = _pos Select 1 _z = ( _pos Select 2) + _height _pos = [_x, _y, _z] #b bomb= _ammo createvehicle _pos bomb2= _ammo createvehicle _pos exit -
I'm having some issues where join-in-progress members don't see the exact same completions of objections when they join.. for example, in my third objective, you must "destroy" a lighthouse.... when a JIP member shows up, the lighthouse is standing although everyone else sees just the the llighthouse podium where it used to sit... Is there a foolproof way of resolving this to synchronize objectives? Here's my standard setup: I use THIS in my ON ACT: line in triggers: [server, "objective1"] exec "obj.sqs"; And THIS format in my obj.sys file: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _scriptcall = _this select 1 ; ============================================================================ ?(_scriptcall == "objective1"):goto "objective1" ?(_scriptcall == "objective2"):goto "objective2" ?(_scriptcall == "objective3"):goto "objective3" ; These are my main achievement objectives - required to finish the map #objective1 "1" objstatus "DONE" hint "Major Woody Rescued" obj1=true; publicVariable "obj1" exit ; ============================================================================ #objective2 "2" objStatus "DONE" "Major_Woody" setmarkercolor "colorgreen" hint "Major Woody successfully placed in MCU" obj2=true; publicVariable "obj2"; exit ; ============================================================================ #objective3 "3" objStatus "DONE" "LightHouse" setmarkercolor "colorgreen" hint "Lighthouse Destroyed" obj3=true; publicVariable "obj3"; exit I know that the init.sqs isn't loaded on player connect... but is there some way to set live variables in some file that can be read and compared when the player joinns that will synchro? And I know people say the init.sqs isn't read upload a player joining in progress... but I've seen some people do this: onplayerconnected "Al exec "update.sqs"".... is this for JIP?
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In a mission I'm making, it starts out at night, and it's a long mission. I'd like it to "cycle" not just "day to night" or "night to day", but a full cycle of night-day-night-day.... Is there a function to have the clock run "abnormally fast" while the mission is running? I can't seem to find one, and it seems like I played some old OFP maps that used to do that.
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Mission time - increase "time" speed
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
Tigga, Thanks, that's exactly what I'm after. After I made the SQF file (say, time.sqf) and put it in my missions directory, how do I "call it" active into the mission itself? When you speak of the setminute variable, I assume for midnight it would be: startminute = 0; COLSanders: I author MP maps for dedi servers, not SP.. but thanks. -
1. No. 2. *answered by amoult* 3. There are MANY movment commands and even a demo showing you EVERY movement in the game, and letting you see it. Use the search function. 4. See #3 above. Same thing... related question. 5. No. 6. No.. but you can "blow them up" into rubble. (well, most of them anyway.. oil rigs seem to be indestructible). If you want a custom island, make an island
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Anyone that doesn't know how to unpbo-pbo and wants the 1.7 version patched FOR them, I've done it and you can download it here: http://www.satexas.com/software/ArmA/NIM_Weather_1.7b.zip
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Choose your loadout and spawnpoint??!
satexas69 replied to Shifty-16AAB-'s topic in ARMA - MISSION EDITING & SCRIPTING
If you can "name" the maps, we can open them up with UNPBO and just look... -
Trigger to check if more than 5 guys dead?
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
Nice idea and try.. and it's exactly what I"m after - but it doesn't work. I put down 10 civilians on an isolated spot, named each one of them (probably not necessary) and then put in the two triggers.. but the second trigger never fires off no matter how many I kill -
View Distance & Wait For Players.
satexas69 replied to pebcak's topic in ARMA - MISSION EDITING & SCRIPTING
Anyone know of a mission with this in it, so I can look at it? Thanks -
Objectives - showing next only upon completion
satexas69 replied to satexas69's topic in ARMA - MISSION EDITING & SCRIPTING
How will this effect people that join up late? Don't on-joiners read the init? If it's marked "hidden" when you join, but yet the people in the mission completed it...to reveal the next objective... could it get out of sync? I guess I'm asking does "HIDDEN" and "ACTIVE" conflict with "FALSE" and "DONE"? IE - if I have a OBJ4=DONE (objective 4 has been completed, so it's assigned as "done" - and an init file person joins and all the sudden sees "HIDDEN", how does that work? What about markers, how do I "unhide" a marker? -
Objectives - showing next only upon completion
satexas69 posted a topic in ARMA - MISSION EDITING & SCRIPTING
I have a map with many objectives. For example: Obj1 --> Obj9 How can I "hide" them in the notes or mission briefing (as they're listed in the Briefing.html) and only SHOW them when the previous is done? IE, once OBJ1 completes (=true), then show OBJ2 in the notes and display it's marker? Is that even possible? -
How do you play/host your own mp mission?
satexas69 replied to johnnyjackal's topic in ARMA - MISSION EDITING & SCRIPTING
I'd suggest you learn about dedicated servers and CTF with regards to loads. I'd highly doubt you'll ever be able to "host and play" a CTF mission without some SERIOUS lag from heck. If you wanna host CTF, I *highly* suggest you get a dedicated server on some good bandwith - or just play on many of the other ctf servers already out there. Most CTF's aren't doing dead-body-removal yet - meaning the more they go on, the more the lag. It only get worse from the start. Missions you've layed online are downloaded to your ~my documents folder under "ARMA other profiles" (or something to that effect) ... but to host on your pc, you MUST copy/move them to your MPMISSIONS subfolder in your main ArmA installation directory... or you won't see them.