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Undeceived

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Everything posted by Undeceived

  1. Yes, showcinemaborder is indeed used in (almost) all scripts. Good luck with it though, nettrucker, as the amount of cutscenes is huge. :D But in case you're up for it: The scripts begin with ZS (which stands for "Zwischensequenz"). Other than that I also have no idea how to solve this strange problem... Thanks again @ all for the vivid discussion and feedback! *thumbsup*
  2. Yes, there will be more. But if you're interested, you could also try out the other mission in my sig, For The Life Of A Friend. I made this one prior to the campaign and it even has voice acting. :)
  3. Does anyone else have those black stripes in the cutscenes? nettrucker, thanks again for the great feedback! Yes, there will be a new version. It will take a while though as I began another project and I'm quite focused on it atm. But there will definitely be a new version of BL. It's the second to last mission which urgently needs an update (gameplay wise - not because of bugs or something). Thanks guys!! :)
  4. Hello and thanks for the many comments! Cool! :) xxbbcc, I'm sorry, but I think I can't really help you much. All of those mods are great but I made the campaign without all of them (only using those which are included in the campaign download)... If for one player it works, it doesn't mean that it will for other players too. The campaign itself has of course lots of bugs left, but as far as I know, there should be practically no showstoppers which prevent from continuing or finishing missions, if you use only the required stuff. Yeah, try it without the beta patch only with version 1.62 - good luck. Other than that however I unfortunately can't give more help... :( Sorry, mate! Well, it is not possible at all. :D :D Tonci and Vedanho, thanks a lot! Much appreciated!
  5. I tried task1 setTaskState "Suceeded"; which didn't work at all. _null = ["task1", "SUCCEEDED"] spawn BIS_fnc_taskSetState; This worked, but it showed the blinking hint and the noise (which I don't want). Is there a way to change the task state without any hint / notification, like in Arma 2? Btw: task1 is the name of the task (I used the editor module). I also tried using the task ID (eg. t1), but no success.
  6. Just one small addition to the subject, in case the above doesn't work for anyone: The function description is kind of misleading... 0: STRING - Task name It won't work if the task name is used. You have to use the task ID instead.
  7. Oops - I didn't read the Sorry. :o
  8. Undeceived

    setpos not working?

    I used this to place a demo charge and it worked: _bomb = "DemoCharge_Remote_Ammo" createvehicle [(markerPos "demo_1" select 0), (markerPos "demo_1" select 1), (markerPos "demo_1" select 2) +1.33]; Maybe something like this works for you?
  9. Hello Nick, did you use setacctime x? This way you can accelerate the whole process while showing the black screen. http://community.bistudio.com/wiki/setAccTime
  10. Undeceived

    setpos not working?

    What are you trying to do? No problems here so far.
  11. Damn, I didn't look at the function description. :) Thanks a lot, Iceman!
  12. Bumping this one... Can anyone help?
  13. How did you implement them into the game?? I know that "somehow" :) they work. With AllInArma they played nicely in an A3 Mission (at least those few I used).
  14. Undeceived

    actually turn music off?

    Yes, AFAIR you just need to put in playmusic ""; and it will stop playing.
  15. Thanks for the feedback. :) Black Lands | Resistance Campaign for Arma 2: CO For The Life Of A Friend | SP scenario for Arma 2: CO
  16. BIS, can we please use your (previous) Arma tracks?? Would be great because the A3 music is quite... thin in terms of quantity and diversity... Edit: Ok, I partially have to revoke that :) - just looked in the config viewer in the editor. There is a decent number of tracks available, which I didn't know about. I only looked in the Bonus folder which comes with the Support Edition. Nevertheless there could be some more tracks. ;) Many of them are contained twice or even more.
  17. Yeah, that's how I understood it as well. Thanks for the info, sniper - helped a lot!
  18. Hello everyone! BI dev Edge said that it is allowed to use an addon in contest missions / campaign if that addon is part of the mission file. But... How can one do this? :) E.g. if I need an unit addon for a mission - how can I add it to the mission.pbo so that the player doesn't need to download and install it additionally? Thanks for your help.
  19. Edge, could you (or someone else) elaborate on how this is technically doable? Thanks a lot! I opened a threat about that here.
  20. Yeah, the expressions... If you have some examples, please feel free to show them to me via PM and provide suggestions how to change them. :) Anyway, thanks for the feedback!
  21. Cool, thanks a lot! I'm currently reworking the second to last mission, as it has a replay-value = ZERO. :) Other than that in the overall campaign there's still a lot of work to do. Btw, if you have time, feel free to comment and rate at Armaholic too. :) Thanks!
  22. Thanks a lot, Kommiekat! Yeah, I really need help with expressions like that (non-native speaker)! If anyone could help me with that (as stated in the first post), that would be great! Just give me suggestions when you see something weird or silly. About the voice acting: It's important to know that the size of the campaign is not comparable with my (single) mission FTLOAF. The amount of dialogs and the number of roles are HUGE. As much as I would love to see voice acting implemented, I fear the amount of work needed for it.
  23. It's Pensive Emotion from Bill Brown tom3kb, thanks for your infos about those loading screens - I'll definitely take that out of the descriptions...
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