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Junker

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Everything posted by Junker

  1. the description.ext is where you define the briefing gear showCompass = 0; showGPS = 0; showWatch = 0; class Weapons { class AK74 { count = 3; }; class Binocular { count = 5; }; }; class Magazines { class 30Rnd_545x39_AK { count = 15; }; }; Not tested it in Arma II so not sure if it does or dont work.. EDIT: it does work except the AK74 will throw an error cus its ARMA I gun :P
  2. all u need is trigger1 with [unitname, triggername] exec "scriptname.sqs" activated by the named unit trigger2 with a condition : end2 and maybe a timeout of 5 secs change:- ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; Exit too ? _unit disance _trig too ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; end2 = true; Exit
  3. this is what Evo uses : - setterraingrid 50; setViewDistance 900; enableEnvironment false;
  4. i use that too :D @norrin : maybe those errors are due to the fact the server has no sound ?
  5. does it throw this error for all the sounds ???
  6. if you need a script for the countdown its quiet easy to do. _unit = _this select 0 _trig = _this select 1 _i = 10 #loop ~1 _i = _i - 1 ? _i == 0 : Exit ? _unit disance _trig > 10 : Hint format ["%1 is out of range", name _unit] ; Exit goto "loop" [unitname, triggername] exec "scriptname.sqs"
  7. Junker

    Creating smoke

    Found the effect in the arty module under effects : - scriptName format ["%1ARTY\data\fx\scripts\impactCloudLarge.sqf (_this: %1)",_this]; _rand=random 0.5; _rand1=random 0.5; _rand2=random 0.5; _height = _this select 2; _size = 24 - (_height*0.33); drop [["\ca\Data\ParticleEffects\Universal\Universal", 16, 7, 48, 1], "", "Billboard", 1, 8+2*_rand, [_this select 0 + _rand, _this select 1 + _rand, _this select 2 + _rand], [_rand1*0.8,_rand2*0.8, 0.5+_rand2], 0, 10.6, 7.9, 0.075, [0.001,_size,_size], [[0.5, 0.5, 0.5, 0.3],[0.4, 0.4, 0.4, 0.9],[0.4, 0.4, 0.4, 0.9],[0.3, 0.3, 0.3, 0.7], [0.3, 0.3, 0.3, 0]], [0.5*_rand], 1, 0, "", "", ""];
  8. skipping intro's is possible using the titleparam commands.
  9. i tend to use 16000 hz but thats just to bring down the file size.. Plus all sounds should be in mono.
  10. your gonna have to copy and paste the intro into your mission area and then make sure nothing happens until the intro is finished.. Timed Waypoints - triggers and such so anything that need to move stays inplace for so long and then moves when those timers run out..
  11. sounds like you made the intro in the intro part of the editor which is SP only - anything MP all has to be done in the mission area..
  12. in the trigger condition type unitname distance triggername < distance
  13. ok i tested it and tried to fix it with no joy, so i started from scratch and got it going 1st time :P class CfgSounds { sounds[] = {sound1, sound2}; class sound1 { name = "sound1"; sound[] = {\sound\sound1.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class sound2 { name = "sound2"; sound[] = {\sound\sound2.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; class CfgMusic { tracks[] = {music1, music2}; class music1 { name = "music1"; sound[] = {\music\music1.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; class change { name = "music2"; sound[] = {\music\music2.ogg, db + 0, 1.0}; titles[] = {0, ""}; }; }; class CfgEnvSounds { sounds[] = {Ambience1}; class Ambience1 { name = "Ambience1"; sound[] = {\sound\Ambience1.ogg, db + 0, 1.0}; soundNight[]={"Ambience1.ogg",db-40,0,1}; title = ""; }; };
  14. no way of scripting that in game - its all done in the model configs..
  15. try this I highlighted the stuff for you to see where i adjusted it :) class CfgMusic { tracks[]={[color="Red"]Music1, Music2[/color]}; class Music1 { name = "Music1"; sound[] = {\music\Music1.ogg, db+40, 1.0}; }; [color="Red"]};[/color] class Music2 { name = "Music2"; sound[] = {\music\Music2.ogg, db+40, 1.0}; }; [color="Red"]};[/color] class CfgEnvSounds { sounds[]={Ambience1}; class Ambience1 { name="Ambience1"; sound[]={"Ambience1.ogg",db-20,0,1}; soundNight[]={"Ambience1.ogg",db-40,0,1}; }; }; class CfgSounds { sounds[] = {Sample1, Sound2}; class Sample1 { name = "Sample1"; sound[] = {"Sample1.ogg", db+20, 1.0}; titles[] = { 0, $STRM_Sample1 }; }; class Sound2 { name = "Sound2"; sound[] = {"Sound2.ogg", db+20, 1.0}; titles[] = { 0, $STRM_Sound2 }; }; [color="Red"]};[/color]
  16. can u post the description in here so we can see where your going wrong..? :) But looking at the error u need to count down to line 53 and see whats missing along that line.
  17. you can use do them you just need to make sure it ends with 3 of these }; at the end of the description.. // Include spectating script resource class Header { gameType = Coop; minPlayers = 1; maxPlayers = 8; }; OnLoadMission = "CRUISE CONTROL"; OnloadMissionTime = False; class RscStdText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="TahomaB"; size=1; }; class RscTitles { titles[]={fog1,fog2,fog3,fog4,fog5,fog6,fog7,test1}; class fog1 { idd=-1; movingEnable=0; duration=10; fadein=2; fadeout=2; name="fog1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\cctitle.paa"; x=0.25; y=0.2; w=0.5; h=0.5; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog2 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog2"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog2.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog3 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog3"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog3.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog4 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog4"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog4.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog5 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog5"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog5.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog6 { idd=-1; movingEnable=0; duration=5; fadein=0; fadeout=0; name="fog6"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog6.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class fog7 { idd=-1; movingEnable=0; duration=1; fadein=0; fadeout=5; name="fog7"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\fog7.JPG"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; class test1 { idd=-1; movingEnable=0; duration=10; fadein=0; fadeout=0; name="test1"; sizeEx=1; controls[]={"Pic","Text",}; class Pic : RscStdText { style=48; text="image\test1.PAA"; x=0.0; y=0.0; w=1.0; h=1.0; sizeEx=0.05; }; class Text : RscStdText { text=""; colorText[]={1,1,1,1}; font="TahomaB"; size=0.8; x=0.095; y=0.3; w=0.8; h=0.05; sizeEx=0.03; }; }; }; class CfgMusic { tracks[] = {junkz}; class junkz { name = "junkz"; sound[] = {\music\junkz.ogg, 1.0,1.0}; titles[] = { [color="Red"] }; }; };[/color] Plus when it does drop u to desk top you should get an error box telling you what you are missing..
  18. They must of modelled the AI on my wifes driving skills :P
  19. Junker

    Enemy Accuracy way to good.

    not sure if this was mentioned in this thread but mission makers can script the AI skills with the setskill command. I do know server settings can override these settings if the super AI is enabled.. because i make missions for our own server i have knowledge of the server settings so adjusting the enemy AI tanks and unit spotting distance to that of the servers view distance it is possible to get in view range of those units before they spot you.. Edit : problem with the view distance, If the enemy was sat at 1400m from me i would have to set veiwdistance to 3500m to see him :(
  20. wrong thread ??? shouldnt this be in addons discussion ?
  21. this is what i used in my mission intro : - "colorCorrections" ppEffectAdjust [1, 1.04, -0.004, [0.5, 0.5, 0.5, 0.0], [0.5, 0.5, 0.5, 0.0], [0.5, 0.5, 0.5, 0.0]]; "colorCorrections" ppEffectCommit 0; "colorCorrections" ppEffectEnable true; "filmGrain" ppEffectEnable true; "filmGrain" ppEffectAdjust [0.2, 0.1, 0.1, 0.1, 1, false]; "filmGrain" ppEffectCommit 0;
  22. he wants to know if he can up his weapons damage output - abit like the hacks - cheaters and whatnot do :)
  23. Junker

    Interface and control cleanup

    The V Button helps in this situation :rolleyes: Wish some people would read the instructions first :D
  24. Junker

    Weapon Stash?

    goto EMPTY / AMMO - bobs your uncle loads of it...
  25. Junker

    Bouy Problem

    its seems to me your placing it to close to something which is causing it to move away - you could always attach it to another object..
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