AKK
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Everything posted by AKK
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I forgot to mention that it will allow you to work with multiple frequencies at the same time so you can incorperate BIS sounds JAM sounds and any other you can think of into your radio calls or just plain sounds that is. I think that most BIS sounds are recorded at 11025 where as JAM sounds are recorded @ 22050. Not to mention it will convert both WAV and MP3. <s>Sorry but it does not do .OGG </s> Yes it does .ogg. any way TaTa.
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Ok its like this. through out the mission I want the radio "alpha,bravo blah blah etc" to only show up after a specific event IE: "obj1 status "done" or "radio Alpha" and such like that. I want it to start with radio alpha then after said criteria are met have radio bravo become available and so on and so on. I dont want all radio to show up at the start of the mission. I want the player to stay on top of things and use the radio commands. The way I figure it if your a chopper pilot you have to stay on your toes and make sure and keep in radio contact with any ground units\bases you are working with. I can sort of relate because as a heavy engineer on any vehicle ops I did I had to remain in constant coms with my other platoon and company members as well CO HQ and occasionaly BAT HQ. But as aook002 set it up the player has to "trip" the trigger by bieng present in order for the "radio" selection to become available. I plan on trying this on another portion of the mission but I cant use this at the beggining. So essentialy this is not an option for my mission as The flight path for the evac is from base to LZ back to the same base. I could change the end location for the evac but that would complicate this mission even further not to mention the creation of another base or at least the ocupation there of. Hope that clarifies it PS. How could you not love Led Zeplin
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Ok. For starters yes I did a search and found nothing to help me. I am a major (or private ;) ) newbie and so far only understand enough of scripting to manipulate others scripts (sort of as you can see). my question is this. I am creating multiple units in a scenario. I only want them to last for so long and then disapear thus keeping game lag to just that scenario. I have accomplished this with the "deletevehicle" command in waypoints, but only when I have all units on the field and have named them indavidualy. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; This script creates a NVA patrol (taken from TJ's Medivac) _obj = _this select 0 #start "SEBNAM_vcrecon" createUnit [_obj,_obj,"",0.1,"PRIVATE"] "SEBNAM_vcrecon" createUnit [_obj,_obj,"",0.1,"PRIVATE"] "SEBNAM_vcrecon" createUnit [_obj,_obj,"",0.1,"PRIVATE"] "SEBNAM_vcrecon" createUnit [_obj,_obj,"",0.1,"PRIVATE"] exit; Ok this works great as is but as you can see none of the units have names. Now when I change it to this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">"SEBNAM_vcrecon" createUnit [_obj,_obj,"w11 = this",0.1,"PRIVATE"] I get an error in the game saying that 0 elements provided expected 3. It says this for all the units in the script that I have named. ?? Please help. Please help. please help. thanks
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Boy I really am a freekin noob. Why the previouse script works as is and not with names I don't know?? But I got it to work as such <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; This script creates a NVA patrol #start "SEBNAM_nvsoldier" createUnit [getpos gamelogic1,"nvasquad1",0.1,"PRIVATE"] "SEBNAM_nvMG" createUnit [getpos gamelogic1,"nvasquad1,"",0.1,"PRIVATE"] exit Thanks a bunch Taurus I havent tried what you last posted but I pasted it in my unit reference scripts all the same. I figure that after screwing up enough good scripts and having to fix them I might have a handle on this stuff. I wish I realy understood scripting.I am just too hands on or "kenetic".I guess thats why I am a carpenter
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The_Taurus Tried it and it still gave me the same error "0 provided, expected 3" I imagine that this will end up being referenced in the init file but as of right now doodly. thanks anyway.
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I would like some help in this area aswell. I understand what aook002 said but I have a situation. What I have is multiple radio calls in a medivac mission with player as pilot. the double trigger wither player present wont work because you have to fly the same basic flight path both ways and the radio transmissions are going in and coming out. What I dont want is for both radio trigs to show on the 0-0 menu. Any help would be much appreciated.
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I am still pretty new to the whole editing thing. I have a pretty solid basic knowledge of scripting, and making missions although I am still unclear of the total range of use of game logics. I know that they are "invisible" objects but what good are they. I see people use them like markers in scripts. But I am still laking a good grasp of what the heck to do with them. I use the CoC gamelogics often but the BIS gamelogics still stump me. Any comments would be appreciated
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Thanks everybody. I guess I will just use them as "targets" and worry too much about using them broadly.