11_harley_11
Member-
Content Count
131 -
Joined
-
Last visited
-
Medals
Everything posted by 11_harley_11
-
Adding Custom Music [Possible Solution]
11_harley_11 replied to loosebruce's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
I've been wanting to do this too and I also tried your second solution to replace the death music but I get no music in game at all. The game doesn't seem to like the pbo I made. Can I ask which tools you used to unpbo and pack? -
music?
11_harley_11 replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Sorry to bump. I'm still having no luck with this and am about to move on but if anyone can tell me for sure that it doesn't work in mp then I can let it go easier. :) -
music?
11_harley_11 replied to TechnoTerrorist303's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi all, I'm making a mission that has custom music which overides the original death sequence music and it works perfectly in single player but doesn't work in co-op tests. The original music plays. All other custom audio throughout the mission works perfectly except the death music. Is this possible at all in mp or can it onlybe done sp? cheers. -
Trigger - Music Loop
11_harley_11 replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That's it shk, it works perfectly! You, my friend, deserve a seat on Santa's lap. Thank you very much for your help. -
Trigger - Music Loop
11_harley_11 replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks again, it's fantastic! The three tracks loop perfectly and the fourth interrupts the way it should but the only thing that isn't happening is the loop doesn't return after the interruption. :confused: I guess I would run another trigger to set it in motion again? -
Trigger - Music Loop
11_harley_11 replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the help shk! But I'm a total noob and I'm not sure what to do with it exactly. What I have currently is a trigger with this in the On Act music = true; nul = [] execVM "music.sqf"; And the music.sqf has this: while {music} do { playmusic "mysong1"; sleep 200; }; And the songs are defined in the description.ext mysong1 mysong2 and so on. I also have another trigger that interrupts the loop with playMusic "song4" in the On Act. How do I incorporate your code into what I have here to loop mysong 1,2 and 3 with a triggered interruption of mysong4 and then return to the loop. Do I still need the music.sqf? Can it be done with just triggers? Sorry to be a pain in the arse, I'll get my head around this stuff eventually. -
Radio chatter - Not a mod exactly but a start
11_harley_11 replied to ApacheStark's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
each to their own I guess. I think it totally adds to the immersion. Maybe not a radio blaring from a certain spot in the woods, but having it in your cans as a backing track down low is awesome. Just go to youtube or whatever, find some radio chatter and run it in the background down low while playing your favorite mission. ;) -
Starting units with custom weapons?
11_harley_11 replied to blank1's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is it possible to change your enemies particular weapon in a mission? I'm currently using the FFAA_terrorista's in a mission and most of them use that AKM popgun thing and the sound of it is driving me nuts'o'rama! I can barely play my own mission. *sniff* -
Trigger - Music Loop
11_harley_11 replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Ruebe, will check it out now. I'm very new to mission making so your demo may be way out of my league. But I will try it. What I'm trying to do is have 3 tracks/songs that loop and then occasionally trigger another track which takes their place for its duration and once finished the 3 tracks start looping again..and so on. So far I've got one track looping (not 3) and a triggered track that kicks in but for some reason doesn't play it's full length before the loop tracks kicks in again. Not sure why. Is that possible with your demo? If it is would you mind talking me through it? edit: That's awesome Ruebe. It didn't run too well on my machine lol! but I could see what it was doing. Very cool indeed! -
WarFX Particles
11_harley_11 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Dear Mr Snare, Just a quick note to say that looks SEN-FRICKEN-SATIONAL! I wish I could help you in some way my friend but alas....I am an idiot. :) -
Trigger - Music Loop
11_harley_11 replied to Brute's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would love to know this as well. Anybody? -
Ahh you're brilliant, thanks heaps. I set all the fades to 0.5 and its perfect!
-
Ahh ok, thanks for your help! I ended up finding and extracting the onplayerkilled.sqf from the CA.pbo as I was having some issues with the code above. This below works great coz I can get rid of the nasty red effect as well... only thing is when I change the 'playmusic' to reflect my track which is in a music folder I don't hear the track when I die, I strangle only hear it when I switch to the next playable unit. :confused: Do I still need the music.sqs? I have it listed in the description.ext /* File: onPlayerKilled.sqf Author: Karel Moricky Description: You were killed! */ _player = _this select 0; _killer = _this select 1; if (isnull _killer) then {_killer = _player}; _soundVolume = soundvolume; _musicvolume = musicvolume; _teamswitchcheck = { _player = _this select 0; _ppeffects = _this select 1; _soundvolume = _this select 2; _musicvolume = _this select 3; //waituntil {_player != player}; waituntil {alive player}; setacctime 1; terminate _ppeffects; "dynamicBlur" ppEffectEnable false; "colorCorrections" ppEffectEnable false; 0 fadesound _soundvolume; 0 fademusic _musicvolume; }; //--- Initial postprocess effects _ppeffects = _player spawn { _player = _this; //--- Light blur "dynamicBlur" ppEffectEnable false; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0.1; //--- Full red "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 1], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0.1; "colorCorrections" ppEffectEnable false; sleep 0.1; //--- Partly red "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 0.5], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0.3; //--- Dialog sleep 0.3; enableenddialog; _soundVolume = soundvolume; _musicvolume = musicvolume; 3 fadesound 0; 0 fademusic 0; playmusic "mysong"; waituntil {velocity vehicle _player distance [0,0,0] == 0}; //--- Total blur "dynamicBlur" ppEffectAdjust [10]; "dynamicBlur" ppEffectCommit 5; sleep 3; //--- Total red "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 1], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 2; sleep 4; }; //--- Team switch check _check = [_player,_ppeffects,_soundvolume,_musicvolume] spawn _teamswitchcheck; waituntil {scriptdone _ppeffects || _player != player}; if (_player != player) exitwith {}; terminate _check; //--- Pulsing effects _ppeffects = _player spawn { while {true} do { _delay = (2 + random 1) * acctime; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 0.7], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit _delay; "dynamicBlur" ppEffectAdjust [.5]; "dynamicBlur" ppEffectCommit _delay; sleep _delay; _delay = (2 + random 1) * acctime; "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 0.3], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit _delay; "dynamicBlur" ppEffectAdjust [4]; "dynamicBlur" ppEffectCommit _delay; sleep _delay; }; }; _check = [_player,_ppeffects,_soundvolume,_musicvolume] spawn _teamswitchcheck; //--- Break if killer is alive - show his internal view if (alive _killer && (_player distance _killer < 150) && random 1 > 0.5) then { _killer switchcamera "internal"; setacctime 0.5; //--- Killer is dead or time expired _sleep = [] spawn {sleep (30 + random 30)}; waituntil {!alive _killer || scriptdone _sleep}; setacctime 1; _killer = _player; //--- Light blur "dynamicBlur" ppEffectEnable true; "dynamicBlur" ppEffectAdjust [2]; "dynamicBlur" ppEffectCommit 0.1; //--- Full red "colorCorrections" ppEffectAdjust [1, 1, 0, [0.1, 0.0, 0.0, 1], [1.0, 0.5, 0.5, 0.1], [0.199, 0.587, 0.114, 0.0]]; "colorCorrections" ppEffectCommit 0.1; "colorCorrections" ppEffectEnable false; sleep 0.1; }; //--- Random constants for player _pos = position vehicle _player; _flying = if ((_pos select 2) > 50) then {true} else {false}; _size = sizeof typeof vehicle _player; _dir = random 360; _dx = sin _dir * _size; _dy = cos _dir * _size; _dz = if (_flying) then {_size * 2} else {_size}; //--- Random constants for killer _ksize = sizeof typeof vehicle _killer; _kdir = random 360; _kdx = sin _dir * _size; _kdy = cos _dir * _size; _kdz = _size; //--- Create camera _camera = "camera" camcreate position vehicle _player; _camera cameraeffect ["internal","back"]; showcinemaborder false; _camera campreparetarget _pos; _camera campreparepos [(_pos select 0) + _dx,(_pos select 1) + _dy,(_pos select 2) + _dz]; _camera campreparefov 0.7; _camera camcommitprepared 0; //--- Track player while {velocity vehicle _player distance [0,0,0] > 0 || _flying} do { _pos = position vehicle _player; if (!_flying || (_flying && (position vehicle _player select 2) > 50)) then { _camera campreparepos [(_pos select 0) + _dx,(_pos select 1) + _dy,(_pos select 2) + _dz]; }; _camera campreparetarget _pos; _camera camcommitprepared 0; sleep 0.01; }; //--- Zoom out from player _delay = 5 + random 5; _distancecoef = 1.2; if (_player == _killer) then {_delay = 100 + random 100; _distancecoef = 5 + random 3}; _pos = position vehicle _player; _camera campreparepos [(_pos select 0) + _dx * _distancecoef,(_pos select 1) + _dy * _distancecoef,(_pos select 2) + _dz * _distancecoef]; _camera camcommitprepared _delay; waituntil {camcommitted _camera}; if (_player == _killer) exitwith {}; //--- Show killer _pos = position vehicle _killer; _camera campreparetarget vehicle _killer; _camera campreparepos [(_pos select 0) + _kdx,(_pos select 1) + _kdy,(_pos select 2) + _kdz]; _camera camcommitprepared (5 + random 5); waituntil {camcommitted _camera}; while {true} do { _pos = position vehicle _killer; _camera campreparepos [(_pos select 0) + _kdx,(_pos select 1) + _kdy,(_pos select 2) + _kdz]; _camera campreparetarget _pos; _camera camcommitprepared 0; sleep 0.01; };
-
Hi, Can anyone tell me what to put in the music.sqs mentioned above? I have no idea what code to put in it in order to play my custom track on player death. Also, should the .sqf above be called onPlayerKilled.sqf?
-
Radio chatter - Not a mod exactly but a start
11_harley_11 replied to ApacheStark's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
my thoughts exactly. -
Radio chatter - Not a mod exactly but a start
11_harley_11 replied to ApacheStark's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey ApacheStark, the link is dead for the .wmv. Do you still have the file somewhere for DL? Would love to try this out. cheers. -
secops support types
11_harley_11 replied to {USI}_Zombie's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for the file L_rch, it really helped. Does anyone know what to change in the code below to delay the c130's arrival by a 1 minute or so? if (isServer) then { _pos = _this select 0; _spawntype = _this select 1; _dir = _this select 2; _airtype = "C130J"; _type = "GUE_Soldier_Pilot"; mygroup = creategroup side player; _target = createVehicle ["testsphere2",[_pos select 0,_pos select 1,-10], [], 0, "FLY"]; deleteCollection _target; _target setpos [_pos select 0,_pos select 1,200]; _target setDir _dir; _vdir = vectorDir _target; _target setpos [(_pos select 0) + (_vdir select 0) * 26, (_pos select 1) + (_vdir select 1) * 26,200]; _apos = getposasl _target; _npos = [(_pos select 0) + (_vdir select 0) * -1500, (_pos select 1) + (_vdir select 1) * -1500, 300]; _vehicle = createVehicle [_airtype,_npos, [], 0, "FLY"]; _vehicle setpos _npos; _vehicle setDir _dir; _vehicle setvelocity [(_vdir select 0)*50,(_vdir select 1)*50, 5]; _type createUnit [_npos, mygroup,"pilot=this;"]; _pilot = pilot; _pilot moveindriver _vehicle; _pilot reveal _target; _pilot doMove _npos; _pilot dotarget _target; _pilot dowatch _target; _pilot FlyInHeight 350; _vehicle FlyInHeight 350; while {_vehicle distance _target > 40} do { sleep 0.5; if(_vehicle distance _target < 1000) then { _pilot FlyInHeight 400; _pilot doMove _npos; }; }; _bpos = _vehicle ModelToWorld [0,-12,-5.5]; _bomb = _spawntype createVehicle _bpos; _bomb setpos _bpos; _bomb setDir direction _vehicle; _chute = "ParachuteMediumWest" createVehicle getpos _bomb; _chute setpos (_bomb ModelToWorld [0,0,3]); _bomb attachTo [_chute,[0,0,2.5]]; deletevehicle _target; sleep 0.5; _plane FlyInHeight 150; sleep 1; _plane FlyInHeight 350; _pilot doMove [(_pos select 0) + (_vdir select 0) * 800, (_pos select 1) + (_vdir select 1) * 800, 500]; sleep 15; deletevehicle _vehicle; deletevehicle _pilot; -
Ambient Combat Module
11_harley_11 replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Does anyone know if its possible to spawn custom factions with the ACM? ie FFAA_terrorista. -
Ambient Combat Module
11_harley_11 replied to mechastalin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hi guys, I'm trying to remove some choppers from the ACM. This is the line I'm using but the choppers still show up. Can someone see the what I'm doing wrong? The ACM wiki doesn't have an example line unfortunately. [bIS_ACM, "RU_Mi8Squadron", "RU_Mi24PSquadron",] call BIS_ACM_removeGroupClassesFunc; Edit: Found it. Was missing some brackets. :) [bIS_ACM, ["RU_Mi8Squadron", "RU_Mi24PSquadron"]] call BIS_ACM_removeGroupClassesFunc; -
New Sound Mod in the making, slowly but surely
11_harley_11 replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's good to know. Actually, is there a list of mods, sound or otherwise that have been implemented or even confilct with ACE? Sorry off topic I know. -
A.C.E. Advanced Combat Environment - Public Beta!
11_harley_11 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I had the same (does not seem to be a repository) issue BigMorgan. Thanks for the idea of copying the rsync folder into ACE and ACEx folders. As deleting them did jack for me too. Now it's downloading a whole lot of stuff. Fingers crossed! edit: hmm it seems to be re-downloading everything I already had (the .pbo's) except in .gz format. Whats with that? And a Big Thanks to all the crew who worked on ACE2, from what I played with so far it's fricken brilliant! Great job! -
WarFX Particles
11_harley_11 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
that's one tough little building! -
WarFX Particles
11_harley_11 replied to Opticalsnare's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Totally agree Alex! This always looked weird to me in vanilla, it's like everything metallic is made of super clean flint stone. And it's so small that the weapon suddenly feels like a bb gun. :rolleyes: A puff off dust would be a great help. ps. I can't play without this mod! I was doing some testing with mods turned off yesterday and boy was it lackluster. Great mod man, you rule! -
What MODs do you use
11_harley_11 replied to slynchy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
- latest beta patches - VFTCAS - Terrain Collision Avoidance System (no more crashing choppers) - WarFX (coz its sensational) -JTD fireandsmoke -AI_Zeus -AI Dispersion -CBA - MAP reduced voices - dirty NVG - Low Lods (buildings and Veg) couldn't play without these - RH heli sounds - Sapcutter - SLX (but I don't use this much) -Vop sound -sow sound -tracersWAR -Vaportrails -Namalsk Island And one day soon CHAMMY's sounds mod!!! Can't wait for that one! :) -
New Sound Mod in the making, slowly but surely
11_harley_11 replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Third that! It's like waiting for A2 all over again. :)