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lonesoldier

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Posts posted by lonesoldier


  1. Yep i can send .oggs biggrin.gif

    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. biggrin.gif


  2. 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};

    };

    };


  3. 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 biggrin.gif


  4. 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?


  5. 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


  6. In my mission i have placed all 63 Enemy Units sad.gif

    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.


  7. 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


  8. _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


  9. 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 biggrin.gifbiggrin.gifbiggrin.gif

    Also all the triggers have no radiuses.

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