HENLEY
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Everything posted by HENLEY
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The ogg file is still not working at all. this is what I have done so far. First I change my wav to a ogg then I made a new file calling it sounds I then type in a small script class CfgSounds { sounds[] = { Sound }; class Sound { name = "Sound"; sound[] = {"Sound.ogg", db+70, 1.0}; titles[] = { }; }; } and then save it calling it description.txt (Text Document) I saved my sound file calling it description.ext and place both into the sound folder. I made a player on the OFP on the desert and in a trigger activation I place the following Henley say"sound". Nothing it crashed out back to desk top what's going wrong? Just can't see where I'm going wrong. Cheers.
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What’s THE BIG PROBLEM ROB? Do you hold a grudge against people who are on this forum? Who are teaching the game heaven help those who will no doubt get the game for Christmas with your attitude around. So C is for what? Computing? For C DRIVE WHAT? I suggest you use English as its makes more sense this will stop others from jumping to the wrong idea. Still not happy with the attitude DUDE. A report has been sent to the owners of the site with the attidue of yourself towards me as I am just learning the game, so we all can't be quick at picking up things or a geek. SEE YA.:biggrin:
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Rob is there any need to send such slagging off messages on this forum. who say that you have more more experience than me? This is my first try at doing custom made sounds. So give me a chance my old son and you say that I'm a C. :shocked::shocked:
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THANK YOU RED FOR THE ADVICE AND ALSO THANKS GOES TO vitoal125 FOR EXPLAINING IT IN PLAIN LAYMANS TERM.
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ROB MY MAN you ask where the #### did I read up about the strings as you seem to think I got it wrong. class CfgSounds { sounds[] = { Sound }; class Sound { name = "Sound"; sound[] = {"Sound.ogg", db-35, 1.0}; titles[] = { }; }; } I think you need to look at <a href="http://members.tripod.co.uk/redofp/Voices.htm " target="_blank">http://members.tripod.co.uk/redofp/Voices.htm </a> who may have accidentally got it wrong and not myself see for yourself. Which if I'm not mistaken is ran by RED HIMESELF (That should work now, Tutorial by RED ) see you
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Do what the door jar says I do know that this works well as I tend to use the unit setdammage 1.0.
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I used the chair to sit men down by using the xchair as its seems to be the only one which will aloud this.
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I would like the player to use the new G36 weapon but when I remove m16 and his magazines and then put in the following this addweapon "G36"; this addmagazine "G36". The game crashes out and the weapon is unknown has anyone any idea what I have done wrong Please can you help. Thank you
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I need a weapon and equipment list
HENLEY replied to Martin's topic in OFP : MISSION EDITING & SCRIPTING
WHAT A BLOODY GOOD SITE Brentk WELL DONE for this you will be given a cool sign :cool: Told you all I'm mad. Just what I've been looking for myself. -
Hey no problem Man we all get bad days and answering the same question must be a pain up the ruddy backside at times.:cool: Sorry Rob that I never got back about the sound file they are working well. Thanks for the PBO thing that you gave, its one of those things in life I can't do with out. SAD MAN I am. :o Anyway wishing you have a good day and enjoy what you are doing. all the best Rob :smile: from
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Thanks the nothing Rob must be having a bad day by the looks of things (never mind) ha ha. Thanks once again THE NOTHING PERSON
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Dear Friends Please can you tell me what is a pbo extractor? I have herd that if a file is a pbo then I can extract it to my mission editing and see how the person has made his or her game is this correct? Or will it just show scripts files? thank you from
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I am trying to make my own custom made sounds using the dbpoeramp tools have also installed the plug in to go with it and they are correct. 1. I did the sound I wanted lets say "Hello How are you" using the wav. 2. I converted the wav to a ogg (for the mission to read" 3. I made a description.txt file which looks like this class CfgRadio { class sounds{name = "";hello[] = {"hello.ogg", db, 1.0};title = $STRM_hello;}; }; 4. And a small mission in the OFP then saved it 5. I put the Ogg and the text file in the mission I saved 6. And in the player init I put this in WSol (which is the player unit) WSOL SAY "HELLO" NOW HERE'S THE PROBLEM it will not say nothing at all I have made sure that the frequency was 44100 still nothing. Each time its says can't find. PLEASE HELP AS I HAVE NOW TRY FOR WELL OVER TWO WEEKS AND I'M ABOUT TO PULL MY HAIR OUT. Is there a good site that has the ogg sounds in so I can look at them and learn as long as the site missions are in sqs files and not in PBO. THANKS :confused:SO AM I IF YOUR CONFUSED
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hELLO FRIENDS, I have made a mission where the person must take out the russian major and the resistance major and then blow up the BMP I have place a marker over the Bmp and the maker is an objective but I need to know when each objective has been completed any idea's
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Thank you for reply dammage sounds easy to do
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cheers Rob &&&&& Spitfire for the help.
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I have 3 objectives I made a marker and name it obj1 then I created an trigger over the man and put in this obj1 = 1; "objstatus "done" then I created yet another trigger in the type I put in end#1 then this is where it will not work as the game will not accept this obj1 == 1 AND obj2 == 1 AND obj3 == 1 THE game say that it is unable to understand the above is my script wrong? Please help. Or is there a easy way to make objective finish? If so would you be so kind to explain how. Thanks
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Hello. Saw this a few days back and read it it was first bought to Snype attention and now I bring it to yours as well since I don't think no one has put it on this Forum. If you go to the link I sent you and scroll down you see a title call Red Summer! see a new town which they manage to build (well I think its a bloody city) Here is the link http://www.ofp.jolt.co.uk/
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Here is an easy way of doing it. just figured out how to make easy anti-personell mines that requires no script whatsoever. All you need is: An empty Mounted MG (don't worry, it wont be visible). A trigger. And (optional) a mine. How to: Create the MG. Name it MG1 (or whatever u prefer...but i'll use MG1). Place this line in it's init field: this setpos [getpos this select 0, getpos this select 1, (getpos this select 2) -2] . That will place it under ground, and not visible (duh) . Now create the trigger. Make it small, like 2x2, and place it over the MG. Do NOT set the activation to "anybody", since that will mean the MG will explode right away. Add "MG1 setdammage 4" (without quotes) in it's On Activation field. Now, once someone steps over the trigger, the MG will explode and kill the guy who walked over it. Tada...if u want, u can now place a real mine over the 'buried' MG.
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You could try this As you may not be aware the satchel charges are called pipebombs, not a lot of people no that. Okay here is how I would do it. In the Init say removeallweapons "mines" and that should remove the mine either one at a time remeber to put in ; at the end and carry on with the remove all weapons. If this fails try this removeallmagazines "mine" sometimes this also works as well hope this helps.
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been to have a good look around not a really good web page at all more like a total waste of time then nout else. But never mine.
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Went to the web link and its looks alright not bad at all my old ship mate. See YA
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cheers never thought of that one
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I would like the east to have some reserve so if a west solider hits a trigger then the east reserves will be sent in anyone have any ideas on how I can do this.:confused: I have try West not present and it did not work I have Synch (F5) leading from the trigger to the waypoint of the east side and nothing happens when west is stood in there. Please help a frustrated person, as I am pulling my hair out. THANK YOU
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Scripted Commands Causing Grief for Boarding vehicles.
HENLEY replied to havocsquad's topic in OFP : MISSION EDITING & SCRIPTING
Hello again just this moment found this for you that may get a unit to target something in your mission. try it like I say it may work or may not as I have not got time as of yet to try it myself. This will force the AI to fire I think it is call do fire, if I'm correct Order unit do commence fire on given target (silent). If target is objNull, commence fire to current target (set using dotarget or commandtarget). Example: Â Â soldierOne doFire objNull OR TRY THE NEXT ONE I HAVE GIVEN YOU Description: Â Â Order unit to move to target given target (silent). Example: Â Â soldierOne doTarget player Hope this help you. All the best.