Jex =TE=
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Everything posted by Jex =TE=
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How to make uh60 wreck a destroyable objective?
Jex =TE= posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm trying to make a wrecked UH60 an objective the team have to secure i.e. blow up. So far I have hidden a radio (Called Radio1) in the wreck and when I place the satchel and detonate it - it takes out the radio and satisfies the objective and I can complete the mission. However, I want to have the UH60 spawn randomly using a 500m Placement Radius. 1) How do I get the Radio to follow the UH60 or 2) How do I destroy the UH60? Is there a way to make a trigger detect a satchel charge going off? Or is there an alternative to the above? Thanks, -
Fleeing Civilians when weapons fired near.
Jex =TE= replied to Bandicoot's topic in ARMA - MISSION EDITING & SCRIPTING
This is brilliant. Thanks for posting up the detail on how to implement this script - this should be an SOP here at BI as it helps out so much - not just in allowing less experienced mission designers to implement things like this with ease but it's also an invluable learning tool - Thanks to you I now have a grasp on event handlers and how they work so today I took another step forward in scripting. Many thanks -
How to make uh60 wreck a destroyable objective?
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Did you manage to get this working? -
How to make uh60 wreck a destroyable objective?
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Presumably you could make it a player in a group detonating the satchel rather than just a player? -
It's Working!! Thanks everyone who offered advice. My mistake was simple - my init.sqs had somehow changed to .sqf so I changed it back, turned the // in ;; and it's perfect. So the end result is... Init.sqs Description.ext Apologies if the first post wasn't clear but when you don't know what you're doing, you don't know when your doing something wrong lol. Cheers guys!
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Been looking for last 2 hours for this which I thought would be simple but instead is turning out to be infuriating. All I want to do is add a time to start the mission in the lobby. I've been to many websites and what they write don't work. My latest attempt was this... Byut I just get errors. Can anyone give me a definitive, "yes this works" answer? I'm not using the difficulty part. Thx.
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Hey Squeeze Ok i have this for Init.sqs and this for Descr.ext It then thros up invalid expression line 3 or something. It doesn't seem to like skip time 16 as well I spent 3 hours looking at different forums on a goggle search and each "suggestion" was bogus. It seems everyone has a different way but they never work. No wonder hardly anyone makes missions for this game thanks again
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So you can sound like this guy? http://www.gametrailers.com/player/34014.html Skip to 6:40 to see just how "cool" it is to issue voice commands but I recommend watching the whole thing as it's hilarious
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Practice Switch to manual fire and lock them up yourself. You'll have much better control over firing (other than the cannon which the ai can use when you get in range). I would leave the hellfires to you to fire but don't waste them on trucks and low value targets, that's about the only time the gunner is any good with the cannon.
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Looking at the wiki and so far I have come up with the following (which doesn't work) I need to delay the goto until the sound file has finished playing (it's 182 seconds long) and then I want it to repeat itself. I have tried using just the "time" variable but that doesn't work. The wiki says to use "_time" when within a script. I get "error generic error in script" Can anyone help?
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Interestingly if I remove the ~ 1; from the SQS I don't get an error but it doesn't loop the soundtrack.
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Further to the above the sound stops when the radio dies but it doesn't loop. Thanks again (lol you'll get credits in the mission for this - wow )
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Thanks for taking the time to help me out here Deadfast. I'm a total new when it comes to scripting anything and don't really understand that much. I tried you sqf but I get this error. '|#|sleep 1:' Error Generic... (the sqs also gives an error) '_waituntil = _time+( |#|1; )' Error Generic I'm starting to hate scripting lol Â
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Hi all, I'm trying to get a recording I made play in game. It's just under 3 mb's and I am looking at the editor guide which i'm struggling with. It says... in the description.ext I put The sound file is a .ogg and I use a game logic called SM1 to include the initialization... MySound=createSoundSource ["scottmills",position SM1,[],10] Now I can see 3 tags here MySound, scottmills and SM1. SM1 is the name of the game logic (which works if I use the little dog example from the editor manual, Dog1=createSoundSource ["LittleDog",position SM1,[],10]), scottmills is already defined in the description.ext but I don't see what MySound is? When running the preview i used to get get NoEntry 'bin\config.bin/cfgvehicles.Sound1'. I have changed that since to a trigger and adjusted the desc.ext but now when I enter the trigger area I get... "Error 0 elements provided, 3 expected" I don't get what "MySound" should be though I have a feeling the answer is staring me in the face. Can anyone help? Thanks,
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Custom Sounds in Missions
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Thanks Guys - the say command is working great with the following syntax for the descr.ext I put this above because I'm finding the syntax isn't the same in the places I'm looking. Now I just need to get it to loop (lol - 4 hours of mission editing and 10 hours of reading...) Thanks again -
And how exactly am I going to contribute to the answer when I'm asking the same question?? You're "contribution" basically boils down to "use the mission editor - if you look you'll find out". How exactly does that constitute an "answer". Also, I started another thread because this one is in the wrong section and I thought we'd get more exposure over there. Appreciate what exactly - that the answer to the question is to use the mission editor? Won any awards for tuition recently? When someone asks for help writing a script - do you think telling them to "use code - look and you'll find the answer" is helpful in any way? Your view on the matter is simply obtuse though I appreciate the effort of both your answers so thank you for those.
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that doesn't work I get... When i enter the 3d world
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Wanna break it if the radio dies in the process of waiting as well? Yep that would be great, thanks Thanks Guys!
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Custom Sounds in Missions
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
I can get the sound to play if I use playsound, even though it gives me an error but that just plays it everywhere. I need to define the sound to be coming from an object (a radio) and for the sound to play and get louder as the players get closer. Now the "littledog" syntax in bold in a previous post works on a game logic called SM1. I can hear the dog barking as I get closer and I can walk around it and hear it in different ears. All I want to do is use my own sound file in place of "littledog". -
Yeah that was really helpful. Did you even bother reading this thread?
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Just an FYI, I just noticed this was missing from here but I found something here
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Custom Sounds in Missions
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the help but this is confusing. In the Wiki's own example from the link you gave, it gives... so my sound file should replace where wolf.ogg is, right? But what is the syntax for either the trigger or game logic to make the sound play? Using a game logic I can get a dog to bark on the spot (presumably "bark.ogg") so I should be able to use my own file. The wiki seems to contradict itself and it's a pain in the ass lol I'll try what you and carl suggested when I get home from work and see what I can work out. Thanks again guys -
I started a new topic in the Editing Forums here
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I find the guide is pretty good but it does assume in places prior knowledge - as do the other tutorials that I have found over at OFPEC which makes it very frustrating. I know the sound works because using a game logic I can get the radio to play music from a pre-selected list that's already in the ME. I just need to know how I get my sound to work but I can't figure out the syntax. Maybe no-one else knows but if i do find a way to do it, I'll send you a PM.
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Funny you should ask as I too need help on this. I am looking at the editor guide which i'm struggling with. It says... in the description.ext I put The sound file is a .ogg and I use a game logic to include the initialization... MySound=createSoundSource ["Sound1",position SM1,[],10] Now I can see 3 tages here MySound, Sound1 and SM1. SM1 is the name of the game logic (which works if I use the little dog example from the editor manual, Dog1=createSoundSource ["LittleDog",position SM1,[],10]), sound1 is already defined in the description.ext but I don't see what MySound is? When running the preview i get NoEntry 'bin\config.bin/cfgvehicles.Sound1'. Additional: I am now getting the following error when saving and now laoding the mission ...\description.ext, line 0:'.': ';' encountered instead of '=' Help