Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

HAILO

Member
  • Content Count

    50
  • Joined

  • Last visited

  • Medals

Everything posted by HAILO

  1. No, I though the links in the first post were broken but it was by google chrome browser that caught me out ;( Using IE the links worked. But as you can see I found the sounds anyway on armaholic.net. So sorry for my mistake mate.
  2. Sorry, It was my rubbish google chrome browser not knowing what to do with the ftp:// link that was posted. Anyway awsome new sounds ;)
  3. First post link are broken, found the sounds hosted on armaholic.net ... http://www.armaholic.net/argentina/misc_utilities/UH1_interior_128kbps.mp3 http://www.armaholic.net/argentina/misc_utilities/UH1_exterior_128kbps.mp3
  4. HAILO

    Warfare Cooperative (WACO) v1.1.1

    Cool, thanks for clearing that up. I had no idea you had to press "V" on the binocs thats been bugging me for awhile now, silly me
  5. HAILO

    Warfare Cooperative (WACO) v1.1.1

    Hi, I have ACE mod 1.02 and the WACO_v116c_ACE.Saralite.pbo, I have some issues with the binoculars have you had this problem? I think I read in another topic that the game thinks it is a launcher Â
  6. HAILO

    UK BRITISH FORCES PACK

    The modeler making these has left us due to RL issues and we have not made any more progress sorry
  7. Beta Release More info at totaldamage.org The "events\onPlayerConnected.sqf" and "events\onPlayerDisconnected.sqf" event stubs have the following logic for you to use... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> switch (_locality) do { case "player": { if (_name == name player) then { // This will be executed on the connecting player. } else { // This will be executed on all players excluding the connecting player }; }; case "server": { // This will be executed on the server }; case "dedicatedserver": { // This will be executed on the dedicated server }; }; The event stubs support the following array. This is passed by the "scripts\jip.sqf" to then execute the code you want in the login shown in the sample above... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Supports: [_locality, _name, _id] // _locality can be any of the following: player, server, dedicatedserver Download: JoinInProgressScriptV1.1.zip
  8. HAILO

    UK BRITISH FORCES PACK

    You will need to make a custom shortcut to your game to load the "@TDMG" mod folder, our installer did not do this for you sorry To make a shortcut, copy your existing ArmA shortcut and then add to the end of the "Target" property "-mod=@TDMG" in the propeties of the copied shortcut. I hope this helps solve the problem For more info about "Mod Folders" please see the following link... http://community.bistudio.com/wiki/Modfolders
  9. HAILO

    UK BRITISH FORCES PACK

    That camo pattern was an experiment we did to see what the experimental HDC camo looked like. You are right that it is not in use in at the moment, Steve will have some more info on that one.
  10. HAILO

    UK BRITISH FORCES PACK

    if you can provide pictures and more information I can pass that on to someone who can do modeling. Could be possible. we shall see You can leave the info at totaldamage.org in our forums would be nice. Thanks. Edit... Public forum created for the UK Forces Pack on totaldamage.org
  11. HAILO

    UK BRITISH FORCES PACK

    Cool Good job on wrapping up the loose ends on the pack steve. I like what you have done. Big thanks to Soul Catcher, UKF and the rest of TDMG
  12. HAILO

    UK BRITISH FORCES PACK

    Hi, would you be able to contact me on my website totaldamage.org? I would like to consider using your work in future releases if that is ok, please let me know. Thanks
  13. HAILO

    KP CTI Released

    Very nice work. I like the idea behind this CTI. Its no longer focused on HQs and "find the base" senarios
  14. Its the same license & disclaimer as Kegetys. I thought I should follow a master at work so thats the only reason for it. I am happy for anyone to learn from what I have made and use if for non-profit
  15. v1.1 released, just some minor fixes....
  16. The script is designed as a simple framework for join in progress. It simply unifys the way someone might want to re-run custom scripts they have for a player then they connect or update server public variables when someone disconnects. Here might be an example... I have a custom smoke and flares script that replaces the smoke effect of smoke granades and flares. When I add my script init code to a missions init.sqf or init.sqs file i would get the following issues... Player connects after mission start: No special smoke or flare effects can be seen. As you can see from the above example the init.sqs and init.sqf will not execute my custom smoke effects as the mission has already started. So to solve this problem the above "JIP" framework lets me use the "onPlayerConnected.sqf" to execute my effects code for the newly connected player. So now when a player connects and throws a smoke granade they can see my replaced smoke effects. I hope this makes some sence now Nice ideas bravo 6, I can certainly consider introducing that later on. The more ideas peeps have the more I can try to make something you will find usefull. Let me know if you need further help Edit: For more info on the smoke stuff mentioned above here is the topic link signal.sqf (smoke and flare signals)
  17. BETA Release IMPORTANT SETUP NEEDED If this is not done the join in progress wont work! The following code is in the init.sqf file. Please add the unit names in the array for any playable units. In future releases I will try and make this easier. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> // Use the variable "HLOsSignal_GiveToUnits" to give the signal custom "actions" too. // Example: SW1 = Soldier West 1, SE1 = Soldier East 1, SG1 = Soldier Guerilla 1, SC1 = Soldier Civilian 1 HLOsSignal_GiveToUnits = [SW1,SW2,SW3,SE1,SE2,SE3,SG1,SG2,SG3,SC1,SC2,SC3]; Notes: Sample mission is included in the zip file to make it easier to get to grips with. If you dont set the "HLOsVisableForSides" or "HLOsSignal_GiveToUnits" arrays the scripts will default to all sides and all units in the map (simply keep these arrays commented out in the init.sqf). However the join in progress will not work (see above note). Flares are used between 19:30 to 04:30. Will work in.. Join In Progress: Yes Multi Player: Yes Single Player: Yes Respawn: Yes Added Bonus for you: I have added some detection scripts to detect the white, red and green smoke granades when thrown. It then replaces the smoke effect as well (try this in the sample mission) Known Issues / Wish list * Join in progress does not always work. Needs further testing. * Need the ability to add the action items to players seperatly * Must force the script to always attach to the player without the action items so that the enhanced FX can be seen ok (unless the player is not in the HLOsSignal_VisableForSides array). More info at my website: www.totaldamage.org Download: SignalScriptV1.1.zip
  18. I have been considering "branching" my signal script into a enhanced FX script, this means you smoke and other effects can be handled in there. Just need to understand what effects we might be altering and then I can see if its possible to do
  19. Some in-game shots by me and some of the guys in =DI= during a MP coop. More screenshots can be found here... Join in progress is not quite as stable as I would like. I will spend some more time making that better before i move onto another script project
  20. I also have a revive script in the works from the conversion i started on the PRiME's Respawn Revive script. However others have beaten me to it so my version of that will keep on the back burner until I feel I want to revive the project "so to speak" LOL But thanks very much for your intrest in my work. It has encouraged me to push it out to this quality. So now you must pay me back with screenshots hehe Seriously though, I do like seeing what you guys might get upto in your mission building. Some nice action shots would be cool
  21. Howdy... Ok in v1.1 the custom event scripts now exist in the "events" folder (this is for future work as I like things neat). For what you would like to do I would recomend you do the following... Hook into the event script called onSignalActivated.sqf with script for a heli to either be created and come to the position of the smoke or flare. The supported array and types are shown below. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Supports: [_type, _pos] Types: "pickup", "target", "marker" "pickup" is green, "target" is red and "marker" is white. If you plan to run a mission on MP the AI's locality is on the server and not the clients. You would need to use a condition like so... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if (local server) then { // Code to run on the server }; Now for realism sake doing this in the above will mean the smoke might die out before the chopper arrives. I would recommend you use a radio trigger to call the heli to the area and then you can throw some smoke and the onSignalActivated.sqf event script can execute some code on the server to land the chopper (as it has seen your smoke). If you dont throw smoke it can fly about for a bit and then leave as you did not signal for a pickup for example. Tip: Set the variable "HLOsDebug = true;" so you can understand when certain events are triggered. Note that the onPlayerConnected.sqf fires off the "signal\init.sqf" straight away so you wont see the debug from the onPlayerConnected.sqf as it happens so fast.
  22. Yep thats right If you need some help there is a example mission called "SignalSystem.Intro" you could "merge" you mission into this or copy the trigger and gamelogic from the example mission. Remember to put all the script files into your mission though v1.1 Beta Released. See first post please (chages also listed there). Here are some pics that might help... (Note: Pics are for v1.1)
  23. Was just wondering what my next script might be, I was thinking of doing a "supplies" drop system that can intergrate with my signals script here. For example, you call for a supplies drop (can maybe specify a vehicle too). Then a transport heli come along and looks for smoke. You then have to mark a drop zone with white smoke when the supply chopper is a certain distance from you. If it spots your smoke or flare it will release the cargo for you. Let me know your ideas chaps and I will see what I can do
  24. BETA v1.0 now released (see first post in this topic). If you could help do some pics that would be awsome. I hope you enjoy it Will work in.. Join In Progress: Yes Multi Player: Yes Single Player: Yes Respawn: Yes Note: Flares are used between 19:30 to 04:30. Know Bugs: Flare FX throwing a script error. Added Bonus for you: I have added some detection scripts to detect the white, red and green smoke granades when thrown. It then replaces the smoke effect as well (try this in the sample mission) Let me know of any bugs and I will fix them asap, thanks.
  25. Currently this script runs local to the player and the server shows the smoke to other players due to the "createVehicle" not being local. This means the server sync's up the other clients to show the smoke shell. I am currently working on getting this working with the enhanced smoke effect in MP, when I can I shall look into how this can be used with AI. The current intention for the script is MP to help human players.
×