Koni
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Posts posted by Koni
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What unfortunate circumstances
have you been having ?
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Sounds like you need to actually unassign each unit from the vehicle instead of just telling them to get out.
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This is a sounds class that works correctly...
class CfgSounds
{
sounds[] = {prison};
class prison
{
name = "prison";
sound[] = {"sounds\prison.ogg", db+0.9, 1.0};
titles[] = {0, ""};
};
};
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Absolutly brilliant script Celery, been wanting this for some time :)
Thanks
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To have units in set places in a vehicle at the start of a mission, name your HMMWV something like car1
In one units init line put.....
this moveindriver car1
In another units init line put...
this moveingunner car1
and another units init line put...
this moveincargo car1
and that sorts out the units in the vehicle from the start.
as for the changing of a vehicles weapon, then as far as I know, you would need a whole new addon made for the vehicle to have a new weapon installed.
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Get the animation viewer mission downloaded and you can play that to see all the animations there is in the game.
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Yes, these forums have got "rules" about searching and titling threads, which I have never come across on any other forums before, but if they are not followed, then you can find your thread being closed without having your questions being answered.
Years ago, there used to be a very good Operation Flashpoint forum but you did end up answering the same questions on a daily basis, but people didn't mind doing it, where as here they do.
Using the search can be a little tricky sometimes, getting the right wording to bring up what you want to know, but on the whole, anything you may want will probably have been answered before, and you may find it if you get the correct word in the search.
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The file is compressed using a program called Rar, so you might be better off downloading Rar compression utility, it's free, then right click the mission file and Extract it to your desktop.
Then you'll have a folder called HATRD_Repro_Music.Desert_E, which you need to move into your Documents - Arma2 - Missions folder, if you are using Windows Vista, then start the game and you will find the mission inside your editor to have a play with.
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Try adding this to your Init file or by activation by triggers.
{_x setVariable ["BIS_noCoreConversations", true]; } forEach list Area1; setVariable ["BIS_noCoreConversations", true];
That should stop them chattering.
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Glad it helped.
I'm sure there will be a way to make them actually join the remains of a group already on the map, but I have never bothrered to find out how, never needed it really :)
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This is what I use for this kind of thing...
Have a spawn script called spawn or whatever you want obviously....
Trigger with whatever radius you need, have it set to Activation - Independant - Present - Repeatedly
Condition field - count thislist < 5
On Activation - [] exec "spawn.sqf"
Have a Functions module placed on the map too.
So in my mission, when the Independant forces reached less than 5 units left alive it would activate my spawn script to spawn more enemy units at the spawn marker position, and they would goto the spawnmarkername marker.
_pos = getmarkerPos "spawnmarkername";
_skill = [0.1, 0.5];
_side = resistance;
_units = ["GUE_Soldier_AR", "GUE_Soldier_2", "GUE_Soldier_2", "GUE_Soldier_1", "GUE_Soldier_3", "GUE_Soldier_3", "GUE_Soldier_Medic", "GUE_Soldier_MG"];
spawngroupname = [_pos, _side, _units, [], [], _skill] call BIS_fnc_spawnGroup;
sleep 1;
_ewp1 = spawngroupname addWaypoint [getMarkerpos "waypointmarkername", 2];
_ewp1 = setWaypointType "SAD";
_ewp1 = setWaypointSpeed "NORMAL";
_ewp1 = setWaypointFormation "STAG COLUMN";
exit;
If you want more units to spawn at once then simply add more units to the spawn line, and it does not matter that they all get the same group name, they will still all more to the waypointmarker name even if there is units left from previous groups.
If you want loads of units left when the spawn script kicks in then change the Condition field - count thislist < 5 number to whatever you want, and add more units to the spawn line.
The < 5 means less than 5, so that could be changed to < 20 or whatever, just as long as there is more units in the area to start with than your Condition field - count thislist < number so it will all work correctly.
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Done a temp fix..
Added the speach files that need to be played while driving in the car to music files, and playing them as music and not sounds sorts the volume issue out while your sat in the car.
Any other better fix though would be good.
Thanks
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Just starting to add my own speach files to a mission using this in my description file
class talk01
{
name = "talk01";
sound[] = {"sounds\talk01.ogg", db+10, 1};
titles[] = {};
};
class talk02
{
name = "talk02";
sound[] = {"sounds\talk02.ogg", db+10, 1};
titles[] = {};
};
and so on...
Everything works fine if these files are played while your unit is stood in the street talking to another AI unit, volume is fine, but as soon as your unit gets into a car and the AI starts to drive, anything the AI unit then says while driving goes very very quiet and you can hardly hear it.
I'd guess it's something to do with the car making noise maybe... I don't know...
Any help please :)
p.s
Tried changing the db to 20 but no change once your in the car..
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Got a follow on question so thought I'd join it to this thread.
Is there a way to delete all units bar one within a trigger field apart from one unit if it's within the delete area ?
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I have the same problem if I use the overlay right at the start of the script, so this is what I use for my cutscenes with the overlay...
titlecut [" ","BLACK Out",2]
~2
titlecut ["","BLACK IN",2]
_camera = "camera" camCreate [0,0,0]
_camera cameraEffect ["internal", "back"]
then the overlay...
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Best way I can think of would be to group all the Independents to a Blufor unit who's rank would make it the team leader, and you it's second in command, but is set to 0% probability of presence so it won't be a valid unit on the map, but all the Independents will be classed as Blufor units, with you in command.
Set all the Independents to a setcaptive true state, so no OPFOR units will shoot at them to start with, then when you want the change to happen, and you need OPFOR to engage you and your troops, set captive state to false, and OPFOR will engage you and your troops.
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car1 = createVehicle ["datsun1_civil_3_open", getmarkerpos "spawnpoint", [], 0, "car1 = this"];
exit;
This above would spawn an empty vehicle called car1 where ever you had a marker called spawnpoint on your map.
This can either be on the On Activation box of a trigger, with what ever condition you wanted to activate it, or save it as a script file, and call it from where you want from.
To change vehicle type simply change the vehicle name in the code.
This works for single player, so not sure wether it's MP safe or not.
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I have a major problem with what I guess is texture loading with this beta patch.
Have trees flashing between normal and large square blocks, same with cars flipping between very basic with no detail at all, not even interiors, then to normal and back again, same with houses, and sometimes units too.
I haven't the best of systems, and have got some delay in loading some textures, but nothing as bad as it is now.
Core 2 duo 2.13mhz
2 Gig Ram
Nvidia Geforce 9800GT
Vista 64bit
24 Gig free HDD space.
Game settings
Everything set to normal other than...
Antialising & anisotropic Low, PP Effects very high, view distance 1600, 3d resolution 1080x675.
Never tried beta patches before, so don't know how good they normally are.
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Can you not set the group of soliders in the LAV's that will need to disembark to careless, if this keeps them in the vehicle upon contact, then unassign and eject them from the vehicle when needed and change their combat mode upon getting out to combat.
Should be simple enough.
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Thanks koni, I just got time to try this. I didn't even need the script. Either the Knows about or the force speed was enough. Here's the relevant intro if you want to check how it worked for your future scripts.Thanks again!
RR
Kylania may or may not find it "epic" :p
Ha, I was just making a bit of fun saying it was a script.
I have never written one, propperly anyway, and my know-how of scripting and general editor commands\actions is probably lacking to say the least compared to many on here.
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I prefer option 3.and may I ask what the mission is about?
The Missions based loosley on the Ethnic Cleansing atrocities of the Serbian\Croatian war of the 1990's.
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dostop this, works well too :)
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This is my CfgMusic block from the description file
class CfgMusic
{
// List of sounds (.ogg files without the .ogg extension)
sounds[] = {track1, track2};
// Definition for each sound
class track1
{
name = "Track 1"; // Name for mission editor
sound[] = {\music\OFPTrack15.ogg, db+0.9, 1.0};
titles[] = { };
};
class track2
{
name = "Track 2"; // Name for mission editor
sound[] = {\music\Bhd.ogg, db+0.9, 1.0};
titles[] = { };
};
class track3
{
name = "Track 3"; // Name for mission editor
sound[] = {\music\Enigma.ogg, db+8, 1.0};
titles[] = { };
};
class track4
{
name = "Track 4"; // Name for mission editor
sound[] = {\music\BT1.ogg, db+10, 1.0};
titles[] = { };
};
class track5
{
name = "Track 5"; // Name for mission editor
sound[] = {\music\Avem.ogg, db+0.9, 1.0};
titles[] = { };
};
class track6
{
name = "Track 6"; // Name for mission editor
sound[] = {\music\CAveM.ogg, db+0.9, 1.0};
titles[] = { };
};
class track7
{
name = "Track 7"; // Name for mission editor
sound[] = {\music\why.ogg, db+0.6, 1.0};
titles[] = { };
};
class track8
{
name = "Track 8"; // Name for mission editor
sound[] = {\music\ap13.ogg, db+0.5, 1.0};
titles[] = { };
};
class track9
{
name = "Track 9"; // Name for mission editor
sound[] = {\music\ap132.ogg, db+0.5, 1.0};
titles[] = { };
};
};
Looks like you might have one to many }; before starting the next class entry, as you only have
};
};
at the end of the CfgMusic list, and just one }; before starting the next entry.
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In a way, I always prefered the Island idea of the old maps
Forcing the AI to shoot
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
I tend to use vehicle wreks or buildings dotted around, name them and have the enemy RPG men to target then fire at them.