Koni
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Posts posted by Koni
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It's not something very simple with your trigger settings is it, like Activation set to NONE and Present is it ?
If so, change the Activation to Anybody, Condition ! (alive manname) etc etc
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I know I must be missing something simple, but I'm trying to get text up on the screen during the mission "not cutscene" without using trigger effects all the time.
I have tried making up a simple script for this, but It's probably totally wrong way to do it.
example..
["""Man - "blah blah blab blah""",0,.84,5,1] spawn bis_fnc_dynamictext
~4
["""Man - "blah blah blab blah""",0,.84,5,1] spawn bis_fnc_dynamictext
~4
exit;
running it on a trigger like I do with a cutscene like [] exec "chat.sqf", but dosen't happen.
Tried
CutText ["Man - "blah blah blab blah","Plain Down",0];
~3
CutText ["Man - "blah blah blab blah"","Plain Down",0]
dosen't work either
Tried titletext but nothing..
It works fine during a cutscene, but I want it to be displayed while actually playing....
What am I doing wrong please
Tried searching for "screen AND text" etc etc
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Thanks shk :)
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This is something I have never got to grips with, spawning units :confused:
I'm using your code kylania, and for the TK side it's fine, but I can't get it working propperly using Guerillas.
GroupSquad1 = [getMarkerPos "Squad1", east, ["GUE_Soldier_MG","GUE_Soldier_Medic","GUE_Soldier_AT"]] call BIS_fnc_spawnGroup;
Using this it spawns 3 Guerilla \ Independent units, but their alligned to East, and I have tried using Independent and Guerillas for the side they should spawn alligned on, but nothing works apart from east.
Also second point, if I have a selection of Independent units spawning as a group, most of them tend to kill each other the second their spawned ?!?!
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Probably been mentioned but...
Reloading animations
Items getting damaged when shot, ie, glass windows breaking
Actually getting in and out of vehicles propperly and not stepping up into thin air "can't believe this has never been improved"
I don't really care if a bullet drops in speed and angle perfectly as it would in real life when we still can't get in and out of a car by using the actual door.
Better Vehicle handling would be nice, like cars not driving like their on rails etc.
Being able to climb up and preform small jumps, same again, can't understand why this has never been added.
Also I like being able to just drop any item anywhere I like, and not have to find something to put it in to get rid of it.
I want to be able to at least jog \ run slowly and still be able to shoot, not bothered about being that accurate, but I'm like sure soldiers do quite often move and shoot quickly when the need arises.
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Oh yeah I know that, it's just knocked me a bit with this whole player thing changing on the last update.
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Right, I don't know if I made myself clear that well.
First of all I may have been thinking incorrectly on how to name the player unit to start with but this is how I have always done this since Arma, maybe even OFP i can't remember now, but it all started with a post I red on an old forum when I was starting to make missions that required naming units, and I was looking for a para script and back then the post said, name your unit "player" then use player action eject blah blah, so since then I have ALWAYS used player as the unit name I am going to be playing.
The unit that the player will end up playing as in the game has always been named "player" in the units name box.
Example...
I had a very basic script that was simply...
player moveincargo truckname;
using the above text line the only unit to move into the truck was the unit actually called "player"
I could have 2 units stood side by side, one called "player" and the other called "player2" for example.
I could select to play as the unit named "player" and the script would put me into the truck at the start of the mission.
I could then change the unit I wanted to play as to "player2" and at the start of the mission I would be stood by the road where I had placed "player2" and the other unit called "player" would then be in the truck as an AI unit.
But now after patching up the game to the latest patch, no matter what unit I select to play as, and no matter wether I have named the unit or not, I would end up being moved into the truck at the start of the mission and the AI unit called "player" would be ignored.
For me, this is totally new, this has NEVER happened before, and no, I am not going mad, this is how I have ALWAYS made missions, naming the playing unit as "player" for script issues, but then whenever I wanted to watch the action from a different unit, I would simply choose a different unit to play as, and only the unit on the map called "player" would get affected by any script commands using the name "player moveincargo" and so on.
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Actually, thinking about it, I did patch the game the other night... may be some cockup with the patch maybe ??????
---------- Post added at 11:05 PM ---------- Previous post was at 11:04 PM ----------
yeah I could use a new name, but why has it been fine to call the player unit "player" since I got the game, and now it's telling me to eff off with it.
---------- Post added at 11:17 PM ---------- Previous post was at 11:05 PM ----------
OMFG
I cannot believe BI have done this, if they have done what I think they have done......
Created the word "player" as a command now...
Everything I am working on uses the name "player" in scripts to define the choosen unit that the player will take control of during the mission once it's complete, but now using all the scripts I have already made, I can no longer play as any other unit in the mission while ALL my scripts remain unchanged..... as now the name "player" has become a command and not just a name FFS
Looks like I need to ammend a lot of scripts then, lol
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Just opened up a mission I am making, choose to play as the player unit for the mission, units called player, and when I select to be player of player it's not letting me do this saying = Invalid variable name! ?????
any idea what the hell has gone wrong with this ?
It dosent seem to have a problem with the AI controling the unit called player, but as soon as I try to use it as the player, that error message comes up.
---------- Post added at 11:02 PM ---------- Previous post was at 10:51 PM ----------
It is something that has just happened, but I don't have a clue what has caused this though.
Loading up other missions in progress in the editor, use one that I have currently got set as player called player, and it works fine, BUT if I rename the player unit to player1 or anything else, it will not let me have the name player anymore, saying the Invalid variable name ?!
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It could be my PC then, I was wondering wether it could be load issues, my card isn't too bad, Geforce 9800 GT but the rest is poor, duel 2.13ghz, 2gig ram and some hardware fault that I cannot work out whats wrong that causes the system to run at half speed for a while after turning it on, then everything freezes for a second or 2 then works propperly, untill I restart and it's the same again, lol
but even without the fault being present I never get the overlay.
---------- Post added at 10:48 PM ---------- Previous post was at 10:45 PM ----------
Got it working.
Since My system seemed to be missing the process of loading it on time, I called it later on in the scene.sqf
; intro music
playMusic "EP1_Track03";
titleCut [" ", "BLACK IN", 5]
_camera = "camera" camCreate [0,0,0]
_camera cameraEffect ["internal", "back"]
~5
; Simulate reporting
["""This is Tits McGee reporting from Zargabad""",0,.84,5,1] spawn bis_fnc_dynamictext
;=== Camera viewing girl
_camera camPrepareTarget [2881.44,-95771.59,-41.58]
_camera camPreparePos [4005.77,4219.06,1.70]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera
[] exec "initintro.sqf";
; Start her animations.
girl playMove "CwmnPerc_diskuse8";
~7
now the overlay starts a few seconds into the scene :D
---------- Post added at 10:51 PM ---------- Previous post was at 10:48 PM ----------
Calling from this possition is the earliest it will work, but works perfectly on time
; intro music
playMusic "EP1_Track03";
titleCut [" ", "BLACK IN", 5]
_camera = "camera" camCreate [0,0,0]
_camera cameraEffect ["internal", "back"]
~5
[] exec "initintro.sqf";
; Simulate reporting
["""This is Tits McGee reporting from Zargabad""",0,.84,5,1] spawn bis_fnc_dynamictext
;=== Camera viewing girl
_camera camPrepareTarget [2881.44,-95771.59,-41.58]
_camera camPreparePos [4005.77,4219.06,1.70]
_camera camPrepareFOV 0.700
_camera camCommitPrepared 0
@camCommitted _camera
; Start her animations.
girl playMove "CwmnPerc_diskuse8";
~7
Just seems like the slower computers need a time delay for the whole thing to work.
Never had this before on any other islands\maps, must be something to do with Zagrbad or whatever it's called, never used it yet :)
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When the intro starts it's showing the news reporter waving her arms around, but it seems to miss the first lot of what she's meant to be saying, as the first sentance that come on the screen is "where czech forces have just arrived" , so it's totally missing this first line ["""This is Tits McGee reporting from Zargabad""",0,.84,5,1] spawn bis_fnc_dynamictext
---------- Post added at 10:33 PM ---------- Previous post was at 10:31 PM ----------
I can watch the whole intro and nothing happens.
Is very strange, at least I know I'm not the only one.
the initIntro.sqf, does that get executed at the start automatically like a normal Init.ext then in an intro ?
I have just been playing around with the scene.sqf and I inserted a 5 second pause just after cam creation......
; intro music
playMusic "EP1_Track03";
titleCut [" ", "BLACK IN", 5]
_camera = "camera" camCreate [0,0,0]
_camera cameraEffect ["internal", "back"]
~5
It now starts, then shows the camera in the middle of barren land for the 5 seconds, then switches to the reporter, and now it does print up "This is tits whoever reporting", but still no overlay ?
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You're playing it as a Single Player Scenario right? If you've unpbo'd it and put it in the Editor you'll have to change "Mission" to "Intro" in the top right corner then preview. It won't work at all with MPMissions though.Yes, I unpbo'd it, put the folder in my missions folder, opened it in the editor, chose intro and previewed it, and no overlay come on the screen.
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Waiting right behind you in the queue :)
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I've posted a demo mission which shows the AAN overlay in use during an intro.No overlay showing on the intro for me either.
Am I missing a update patch that adds this or something ?
I'm playing with the boxed version of ArmA 2 OA
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For me this is exactly what I like with the game, it's not just the hours of game play it gives you, it's the weeks of learning with each new section you decide to get your teeth into as well.
Stick with it, and once you get your head round some nifty things you can really start to add more depth to your own missions.
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greetings i hope i am putting this in the right section. I will get right to the point.I like to play around with the editor alot but i absolutely hate populating the maps. It takes forever. since you can go into a random generated map and play sec ops im woundering if there is anyway you can populate a map in the mission editor like that? Like randomly generate a secops map then load it up in the editor some how to edit it and put your own special missions in?
=)
Isn't that what the Ambient Life In Civilian Environment module does for you in the editor ?
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The way I use this effect is to have the full effect that I want from the start, then adjust it a little towards normal and have that new effect take place say 30 seconds after the start, then another one a bit more closer to normal that kicks in in another 30 seconds and so on, so you'd end uphaving maybe 10 different shades so to speak switching one after the other until you can just trigger it to false and be back to normal effect.
There's probably a better less labour intensive way, but this way works.
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Yes thanks.
I actually found a thread about this after getting the right search word correct for it to show in the search, and spent till 2am last night playing around with things :)
Thanks for your code snippets though, I'll have a play around with that too :D
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Making a cutscene, and I want to black out the screen while I have a type of credits rolling.
I'm using..
titlecut ["Mission By blah blah","BLACK"]
~5
titlecut ["Written By blah blah","black"]
~5
titlecut ["Mission name blah blah","black"]
~5
but doing it this way, every change of text brings about a flash on the screen as it kind of shows what you should really be looking at then blacks in to display the next line of text.
What I'm after is for the screen to remain totally black while the text changes, and not the kind of flash I'm getting when the next text line is displayed..... is this possible ?
Thanks
---------- Post added at 11:27 PM ---------- Previous post was at 11:11 PM ----------
Sorted it out :) , sort of
titlecut ["Mission By blah blah","BLACK FADED",30]
~5
titlecut ["blah blah blah","BLACK FADED",30]
~5
works quite well, the faded,30 keeps the screen quite black while the 5 second countdown ticks over before renewing it's self on the next code line, though it does change a bit lighter shade of blacl\grey, so if anyone has a better way then please show me where I am going wrong.
New question, same again for the titletext.
Is there any text formatting that can be used to enlarge or change fonts for title text ?
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Can you set in the mission the sound volumes for music, effects, radio and VON from the mission init file ?
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You could also try:(vehicle player) in thislist;
The vehicle command will return the player himself if he is on foot, so that should always work. :)
Brilliant, works just fine, that you very much :)
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I'm trying to get the player to trigger a trigger in a mission when they enter the area of the trigger, but they will probably be in a vehicle.
I tried condition = player in thislist; which works fine if they are on foot, but not if they are in a vehicle.
Naming the vehicle and doing = vehicle in thislist; works well too, but there's many vehicles around, though I was thinking about limiting the area to one vehicle, but I'd rather not.
I know I can group the unit to the trigger... is this the only way ? having a blue line dragging half way across the map in the editor ?
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Thanks that works :)
Though this game is really starting to grate on me, I love it but it just keeps breaking.
Triggers that work perfectly for hours on end testing over and over again all of a suf=dden stop working when nothing has been changed.... currently experiancing one of these times right now .... grrrrrrr
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This is causing a headache, searched but couldn't make out what works really.
Simple thing really.
Player moves into an area, an AI unit comes up, has a chat and tells the player to follow him to a car "AI is not grouped to the player"
Once at the car the AI unit should get in as the driver, I have the AI unit with
this assignasdriver carname in it's init line, i have a trigger around the car that has in the condition that the player and the AI unit is there, and all I want is for the AI to get into the car, and I'm using
AiIUnitName action ["getin", vehicle CarName] but that dosen't work.
Tried
AiUnitName moveindriver CarName with no luck.
What am I doing so wrong, lol
Screen text while in mission
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Hot damn ! :p
Tried titletext, but I must have made a mistake somewhere before trying another way.
Thanks kylania :)