lonesoldier
-
Content Count
425 -
Joined
-
Last visited
-
Medals
Posts posted by lonesoldier
-
-
The sound works, i just dont know how to make a certain unit say it.
class CfgRadio
{
sounds[] =
{
affirmative, casualty, demo1, demo, detect, enemycontact, enemysighted, friendlies1, goodbye, gotcargo, gotem, gotit, heavyfire, heshistory, holdpos, inpos, killconfirmed, lockandload, mandown, manlost, movingout, murphy1, murphy2, naildem, objcomp, objcomp1, objreached, onourway, pinned, prissec, rocknroll, roger, surrender, takinglead, tank1, tank2, tankdead, theyrecivs, underfire, wegotwound, weregone, werehere, beenmade, needmedic, werespotted, scenicroute, mandown1, manlost1, casualty1, gotem1, naildem1, heshistory1, goodbye1, killconfirmed1
};
class affirmative
{
name = "";
sound[] = {"affirmative.ogg", db, 1.0};
title = $STRM_affirmative;
};
class casualty
{
name = "";
sound[] = {"casualty.ogg", db, 1.0};
title = $STRM_casualty;
};
class demo1
{
name = "";
sound[] = {"demo1.ogg", db, 1.0};
title = $STRM_demo1;
};
class demo
{
name = "";
sound[] = {"demo.ogg",db-0,1.0};
title = $STRM_demo;
};
class detect
{
name = "";
sound[] = {"detect.ogg",db-0,1.0};
title = $STRM_detect;
};
class enemycontact
{
name = "";
sound[] = {"enemycontact.ogg", db, 1.0};
title = $STRM_enemycontact;
};
class enemysighted
{
name = "";
sound[] = {"enemysighted.ogg", db, 1.0};
title = $STRM_enemysighted;
};
class friendlies1
{
name = "";
sound[] = {"friendlies1.ogg", db, 1.0};
title = $STRM_friendlies1;
};
class goodbye
{
name = "";
sound[] = {"goodbye.ogg", db, 1.0};
title = $STRM_goodbye;
};
class gotcargo
{
name = "";
sound[] = {"gotcargo.ogg", db, 1.0};
title = $STRM_gotcargo;
};
class gotem
{
name = "";
sound[] = {"gotem.ogg", db, 1.0};
title = $STRM_gotem;
};
class gotit
{
name = "";
sound[] = {"gotit.ogg", db, 1.0};
title = $STRM_gotit;
};
class heavyfire
{
name = "";
sound[] = {"heavyfire.ogg", db, 1.0};
title = $STRM_heavyfire;
};
class heshistory
{
name = "";
sound[] = {"heshistory.ogg", db, 1.0};
title = $STRM_heshistory;
};
class holdpos
{
name = "";
sound[] = {"holdpos.ogg", db, 1.0};
title = $STRM_holdpos;
};
class inpos
{
name = "";
sound[] = {"inpos.ogg", db, 1.0};
title = $STRM_inpos;
};
class killconfirmed
{
name = "";
sound[] = {"killconfirmed.ogg", db, 1.0};
title = $STRM_killconfirmed;
};
class lockandload
{
name = "";
sound[] = {"lockandload.ogg", db, 1.0};
title = $STRM_lockandload;
};
class mandown
{
name = "";
sound[] = {"mandown.ogg", db, 1.0};
title = $STRM_mandown;
};
class manlost
{
name = "";
sound[] = {"manlost.ogg", db, 1.0};
title = $STRM_manlost;
};
class movingout
{
name = "";
sound[] = {"movingout.ogg", db, 1.0};
title = $STRM_movingout;
};
class murphy1
{
name = "";
sound[] = {"murphy1.ogg", db, 1.0};
title = $STRM_murphy1;
};
class murphy2
{
name = "";
sound[] = {"murphy2.ogg", db, 1.0};
title = $STRM_murphy2;
};
class naildem
{
name = "";
sound[] = {"naildem.ogg", db, 1.0};
title = $STRM_naildem;
};
class objcomp
{
name = "";
sound[] = {"objcomp.ogg", db, 1.0};
title = $STRM_objcomp;
};
class objcomp1
{
name = "";
sound[] = {"objcomp1.ogg", db, 1.0};
title = $STRM_objcomp1;
};
class objreached
{
name = "";
sound[] = {"objreached.ogg", db, 1.0};
title = $STRM_objreached;
};
class onourway
{
name = "";
sound[] = {"onourway.ogg", db, 1.0};
title = $STRM_onourway;
};
class pinned
{
name = "";
sound[] = {"pinned.ogg", db, 1.0};
title = $STRM_pinned;
};
class prissec
{
name = "";
sound[] = {"prissec.ogg", db, 1.0};
title = $STRM_prissec;
};
class rocknroll
{
name = "";
sound[] = {"rocknroll.ogg", db, 1.0};
title = $STRM_rocknroll;
};
class roger
{
name = "";
sound[] = {"roger.ogg", db, 1.0};
title = $STRM_roger;
};
class surrender
{
name = "";
sound[] = {"surrender.ogg", db, 1.0};
title = $STRM_surrender;
};
class takinglead
{
name = "";
sound[] = {"takinglead.ogg", db, 1.0};
title = $STRM_takinglead;
};
class tank1
{
name = "";
sound[] = {"tank1.ogg", db, 1.0};
title = $STRM_tank1;
};
class tank2
{
name = "";
sound[] = {"tank2.ogg", db, 1.0};
title = $STRM_tank2;
};
class tankdead
{
name = "";
sound[] = {"tankdead.ogg", db, 1.0};
title = $STRM_tankdead;
};
class theyrecivs
{
name = "";
sound[] = {"theyrecivs.ogg", db, 1.0};
title = $STRM_theyrecivs;
};
class underfire
{
name = "";
sound[] = {"underfire.ogg", db, 1.0};
title = $STRM_underfire;
};
class wegotwound
{
name = "";
sound[] = {"wegotwound.ogg", db, 1.0};
title = $STRM_wegotwound;
};
class weregone
{
name = "";
sound[] = {"weregone.ogg", db, 1.0};
title = $STRM_weregone;
};
class werehere
{
name = "";
sound[] = {"werehere.ogg", db, 1.0};
title = $STRM_werehere;
};
class beenmade
{
name = "";
sound[] = {"beenmade.ogg", db, 1.0};
title = $STRM_beenmade;
};
class needmedic
{
name = "";
sound[] = {"needmedic.ogg", db, 1.0};
title = $STRM_needmedic;
};
class werespotted
{
name = "";
sound[] = {"werespotted.ogg", db, 1.0};
title = $STRM_werespotted;
};
class scenicroute
{
name = "";
sound[] = {"scenicroute.ogg", db, 1.0};
title = $STRM_scenicroute;
};
class mandown1
{
name = "";
sound[] = {"mandown1.ogg", db, 1.0};
title = $STRM_mandown1;
};
class manlost1
{
name = "";
sound[] = {"manlost1.ogg", db, 1.0};
title = $STRM_manlost1;
};
class casualty1
{
name = "";
sound[] = {"casualty1.ogg", db, 1.0};
title = $STRM_casualty1;
};
class gotem1
{
name = "";
sound[] = {"gotem1.ogg", db, 1.0};
title = $STRM_gotem1;
};
class naildem1
{
name = "";
sound[] = {"naildem1.ogg", db, 1.0};
title = $STRM_naildem1;
};
class heshistory1
{
name = "";
sound[] = {"heshistory1.ogg", db, 1.0};
title = $STRM_heshistory1;
};
class goodbye1
{
name = "";
sound[] = {"goodbye1.ogg", db, 1.0};
title = $STRM_goodbye1;
};
class killconfirmed1
{
name = "";
sound[] = {"killconfirmed1.ogg", db, 1.0};
title = $STRM_killconfirmed1;
};
};
class CfgSounds
{
class deadside
{
name = "Deadside";
sound[] = {"deadside.ogg", db, 1.0};
titles[] = {0, $STRM_deadside};
};
class myguts
{
name = "myguts";
sound[] = {"myguts.ogg", db, 1.0};
titles[] = {0, $STRM_myguts};
};
class drunk
{
name = "drunk";
sound[] = {"drunk.ogg", db, 1.0};
titles[] = {0, $STRM_drunk};
};
};
class CfgMusic
{
class orion
{
name = "orion";
sound[] = {"orion.ogg", db, 1.0};
titles[] = {0, $STRM_orion};
};
class JBB
{
name = "JBB";
sound[] = {"JBB.ogg", db, 1.0};
titles[] = {0, $STRM_JBB};
};
};
-
RONIN!!! i just got some ideas!!! I was looking through ShadowMans sound files, because it has some of the most freakiest and warped sounds.
If you havnt played the game, you should! Anyway i can send you some sounds from it. Theres this awesome one where theres all dead soulds, in the Deadside and you can hear they screaming and making all wierd cries and shit. The game has the most scary music and sound effects and they would go AWESOME in your mission. If youre interested in using the sounds i can set up a description.ext and the working sounds and send them to you if you want?
Or you could ofcourse buy shadowman

-
Yo dudes. Ok ive got a sound of a drunk russian singing. Ive got 2 russians with heaps of bottles next to a chair. Now when you get close i want the russion to say this sound.
So i put this in a trigger: russiandude say "drunksound"
And then i preview the mission and it comes up with an error. So i use the effects panel to play the sound, and the sound works fine but it sounds like the russian is right in your face saying it, where as i want his voice to get loader as you approach him, and with the effects panel that is not possible
So, simple question: How do i make a certain unit say a sound?
-
Will there be a fairy island 2?
-
ohh ok. Chears bigears.

Whens the second installment of this mission out?
-
ok, ronin heres what ive done:
I talked to the woman at the start, went to the castle at trosky, it was empty. Headed to the ruins on a cliff at the side of the river, some woman is there who wont talk.
Can you please give me a few more hints.
-
Addammo, can you please make it bigger man? I cant use the C130 comfortably with its small size, it doesnt feel right. The chinook is just about as big. Also could you maybe fix the cockpit up too? Smooth it out, and model the actual cockpit?
Id be happy to wait for the fixed version.
Cheers
-
-
In my mission i have placed all 63 Enemy Units

And i havnt even done half of my mission yet. How can i use a game logic unit to turn into a soldier when you start the mission? Also there are about 6 or 7 chopper being used, but only 2 or 3 at a time are used, then when they have done thier stuff there are deleted. So how can i make choppers appear and go to waypoints only when neaded?
So heres what i need to know in short:
1. How to make enemy Troops appear then follow waypoints.
2. How to make friendly vehicles appear and follow waypoints only when needed. For Example: I press Radio Bravo then the chopper appear and comes and picks me and the other team up.
I want the friendly units to appear only when needed because it keeps the frame rate at an acceptable level. And i need enemy troobs to appear because ive used all 63 up!
Cheers in advance.
-
Sounds like a bonified mission to me. Are you sure all this is actually possible?
If so ill gladly BETA test for you.
-
Chears mate. fuck im sorry for ebing so dumb, i just didnt get it.
Sorry. My IQ is a worryingly low two.
so how would i make that radio dialog?
-
I had two questions.
God, i need to know what get put in the conditon and activation.
and how to have globalchat dialog.
-
I dont get that....

Whats all that Index Number and shit?
-
Nar its a chopper. Flying.
-
Ok. Heres my prob.
You radio for extraction and i made a script coz theres a few globalchat messages to be said. So i set the script up like this:
aP(me) Globalchat "lasdhasdfjkfhsd blah blah"
~4
Chopper4 Globalchat "asdjaksdlhfjklasdhfdj"
~6
aP GlobalChat "kgjfhajksdfh"
Exit
-----
Ok, it says the first radio message, then comes up with an error saying it cant find Chopper4's messsage.
What am i doing wrong? Also, i have a Marine Radio man in my squad. If hes killed how do i make the "Call For Extraction" Radio Trigger to disable? So if hes killed i cant radio for extraction.
Cheers
-
-
Oh, also, at the start after u go to the fire and talk to that woman i took the jeep and headed north, to mikropsky and when i jumped in the jeep, i went a little bit up the dirt road and someone shot the shit out of the car but it still went. That jeep is a little beast

-
Ronin my friend. I cant find those twins. Where the hell are they? Anyway i nicked the plane, took it for a thrash over to the island with the airport, saw an AH1 so landed to steal it and some ruskies blew me up with an RPG.
-
Ronin my friend. I played it heres what happened:
Got in my boat, went to the base, no one was there, so i went to petrovice, no one there, crashed my jeep by accident. Ran through the desert, got some hardware, took the plane from the airport, gave it a much deserved thrashing, ejected after about 5 mins. Exited mission.
What DO i do? i saw 1 whole guy in the mission.
-
I have no idea what Suma was saying in that other topic. Anyway... cant wait for teh patch...
-
_speaker = _this
_sound = random 5
_sound = _sound - (_sound mod 1)
#start
?(_sound == 0) : aP SideRadio "gotem"
?(_sound == 1) : aP SideRadio "heshistory"
?(_sound == 2) : aP SideRadio "killconfirmed"
?(_sound == 3) : aP SideRadio "goodbye"
?(_sound == 4) : aP SideRadio "naildem"
goto "end"
#end
exit
That aP's Script
Heres Pa's, i use a dude out in the middle of no where to say Pa's speech because is Pa dies then the speech can be said by the other team members.
Heres Pa's script:
_speaker = _this
_sound = random 5
_sound = _sound - (_sound mod 1)
#start
?(_sound == 0) : radiodude GlobalRadio "gotem1"
?(_sound == 1) : radiodude GlobalRadio "heshistory1"
?(_sound == 2) : radiodude GlobalRadio "killconfirmed1"
?(_sound == 3) : radiodude GloballRadio "goodbye1"
?(_sound == 4) : radiodude GlobalRadio "naildem1"
goto "end"
#end
exit
-
This mission has FAIRIES?


-
Ok, THE SOUNDS WORK!!!! And that little sidechat message works for both dudes too, but i still get that message in the top of the screen when i kill someone....
Any idea on what it might be?
-
Cond: rating aP > aPrating
Activ: aPrating=rating aP; [aP] exec "voices.sqs"; aP sideChat "HAHAHA"
Thats for aP, exactly the same for the black ddue, exept i changed the name from aP to Pa.
Also that init trigger or whatever you said it was looks like this:
Cond: This
Activation: aPrating=rating aP; Parating=rating Pa
There. Anyway im going to bed, so ill check it tomorrow morning matey



Also all the triggers have no radiuses.
New amazing operation flashpoint resistance
in OFP : MISSION EDITING & SCRIPTING
Posted
Yep i can send .oggs
Also im getting 512/128 ADSL in 1 week so ill send them then. Ill see if i can send you just a shitload of files so you can choose which sounds you would like. Also theres a shitload of enemy skins in the shadowman skins directory, and it has heaps of wierd zombie and demon faces, so i could send you some face skins from shadowman that you can put on the enemies in the mission. Then you can have east troops with demon faces and stuff.