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memphisbelle

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Everything posted by memphisbelle

  1. memphisbelle

    Custom Sound Files

    Thanks for replying. No this is just the first custom sound for my Mission and it is the old known "Bing" sound when a hint appears. Nothings more. I dont believe that it is stereo sound though....but I´ll gonna try...thanks. I´ll report back whether it has worked
  2. memphisbelle

    Custom Sound Files

    can someone please help with a strange Problem I have with adding an own musictrack? I´ve used the code given above by Bon. I put it right into my description.ext and just changed the name of the soundfile. The only result I have is a CTD with following errormessage: screenshot
  3. I tried those samples and their´re working fine exept the creation of shapes like an Ellipse. The Wiki ressource is absolutely incomplete. It says to create a shape use: "Marker1" setMarkerShape "RECTANGLE" but nothings happens if resp. trigger gets executed. The example given above with additional line with or without setMarkerType doesnt work either. So is it possible to create a shape, in his case an Ellipse, with a predefined size and color at a certain position? regards Memphis
  4. Hello everybody I noticed that the usual way of moving a trigger (used with an object): Triggername setPos getPos Name is no more working as known in ArmA1. Does anyone know the way how its supposed to be in ArmA2? And yes, I was using the searchfunction before, some topics sounds familar but didnt really match with my needings. Thanks in advance regards MemphisBelle
  5. memphisbelle

    How to move a trigger

    thanks m8, will check it out...
  6. Silola...you are just the greatest...thanks a lot.....:yay::yay: now it works.
  7. Thanks Silola for your help, but unfortunately it hasn´t helped. The script gets recognized by ArmA, so far so good, but it is not creating any units. The trigger is working, I checked this with a textmessage while execution. I´ve used the variable "nul": nul = ["Area","EAST",4,5,5,"GUARD","this"] execVM "scripts\spawnunits.sqf"; and a Marker named "Area", but nothings happened.
  8. Hey, I´ve got a script and the respective syntax, but I am not able to get it working. Does anybody know the reason why? _Marker = _this select 0; _MarkerX = getMarkerSize _marker select 0; _MarkerY = getMarkerSize _marker select 1; _Markerdir = Markerdir _marker; _side = _this select 1; _totalwaypoints = _this select 2; _totalgroups = _this select 3; _unitspergroup = _this select 4; _waypointtype = _this select 5; _Targetmarker = _this select 6; _targetmarkerX = getMarkerSize _Targetmarker select 0; _targetMarkerY = getMarkerSize _targetmarker select 1; private ["_light_armor", "_medium_armor", "_heavy_armor", "_AT_armor","_AA_armor", "_crew", "_soldierarray", "_RifleArray", "_rifleammo", "_MG","_MGammo", "_AT", "_ATammo", "_nonstringside","_Vehtype","_vehicle","_vehspawn","_vehtag","_AAveh","_AAveh","_AAspawn","_AAgroup","_nameside","_ATveh","_ATspawn","_ATgroup","_WPplace","_formationarray","_waypointtype","_markercolor"]; switch (_side) do { case "EAST": { _light_armor = ["UAZ_RU","UAZ_AGS30_RU"]; _medium_armor = ["GAZ_Vodnik_HMG","GAZ_Vodnik","BTR90","BMP3"]; _heavy_armor = ["T90","T72_RU","BMP3"]; _AT_armor = ["BMP3","T90","T72_RU"]; _AA_armor = ["2S6M_Tunguska"]; _crew = ["SoldierECrew"]; _soldierarray = ["RU_Soldier_SL","RU_Soldier_Spotter","RU_Soldier_GL","RU_Soldier_AR","RU_Soldier_AA","RU_Soldier_MG","RU_Soldier_HAT","RU_Soldier_AT","RU_Soldier_Medic","RU_Soldier","RU_Soldier2","RU_Soldier_LAT","RU_Soldier_Sniper","RU_Soldier_SniperH","RU_Soldier_Marksman"]; _RifleArray = ["AK_74","AK_74_GL"]; _rifleammo = "30Rnd_556x45_Stanag"; _MG = "PK"; _MGammo = "100Rnd_762x54_PK"; _AT = "RPG18"; _ATammo = "RPG18" ; _AA = "Strela"; _AAammo = "Strela"; _nonstringside = EAST; _markercolor = "ColorRed"; _nameside = "EAST"; _side = "WEST"; _formationarray = ["NO CHANGE","WEDGE","ECH LEFT","ECH RIGHT","VEE","LINE","DIAMOND"]; }; }; if (_waypointtype == "GUARD") then { _trg=createTrigger["EmptyDetector",getmarkerpos _targetmarker]; _trg setTriggerArea[_targetmarkerX,_targetmarkerY,_targetmarkerdir,true]; call compile format [" _trg setTriggerActivation[""%1"",""%1 D"",true]; ", _side]; call compile format [" _trg settriggertype ""%1 G"" ",_side]; _trg setTriggerStatements["this", "", ""]; }; for [{_n = 1},{_n <= _totalgroups},{_n = _n+1}] do { _spawnX = (getmarkerpos _marker select 0) + (random (_markerx)) - (random (_markerx)); _spawnY = (getmarkerpos _marker select 1) + (random (_markery)) - (random (_markery)); _spawnspot = [_spawnX,_spawnY,0]; grouptag = createGroup _nonstringside; _leader = grouptag createUnit [(_soldierarray select (floor random count _soldierarray)), getMarkerPos(markertag), [], 0, "FORM"]; _leader setskill .5 + random .5; unitcount = unitcount + 1; for [{_w = 1},{_w <= _totalwaypoints},{_w = _w+1}] do { _WPplace = [(getmarkerpos _targetmarker select 0) + (random (_targetmarkerx)) - (random _targetmarkerx),(getmarkerpos _targetmarker select 1) + (random (_targetmarkery)) - (random _targetmarkery),0]; _groupWP = grouptag addWaypoint [ _Wpplace , _w]; if (_w != 0) then {_groupWP setWaypointType _waypointtype;}; if (_w == 0) then {_groupWP setWaypointType _waypointtype;}; if ((_w == _totalwaypoints - 1 )) then {_groupWP setWaypointType "CYCLE";}; _groupWP setWaypointBehaviour "UNCHANGED"; _groupWP setWaypointFormation (_formationArray select (floor random count _formationArray)); }; for [{_u = 0},{_u < _unitspergroup},{_u = _u+1}] do { _unit = (group _leader) createUnit [(_soldierarray select (floor random count _soldierarray)), position _leader, [], 0, "FORM"]; _unit setskill .4 + random .6; _unit selectweapon primaryweapon _unit; unitcount = unitcount + 1; }; sleep 1; }; this is the respective syntax which I am about to use within a trigger, ["area","EAST",4,5,5,"GUARD","area"] execVM "Spawnunits.sqf"; My Problem is that I dont know what I am doing wrong. The scribt is causing no error but it is also not creating a group.
  9. memphisbelle

    When did you purchase OFP?

    yeah...this is a nice thread and I never expected again to post somethings in OFP threads... My first contact with OFP was shortly after it has been released in Juli 2001 in a Videostore. I just got my first PC and wanted to rent a game. The guy in the store said...we got a new game yesterday. It´s pretty new but I dont now what it is but the cover looks good...said/done...so I took it and installed it. My first impression was that this game seems to be pretty strange, I often played Console Shooters but this was pretty new to me and I somehow didn´t liked it, so I brought it back to the store...but the few minutes I played has burned into my mind I had to think about it for many days until I got it again and feld in love with it. A couple days later I bought it and that was the beginning of a great Story, provided by BIS for now more than 8 years...respect and Thank you to be part of a great Family. I got GOTY Edition in 2005 or 2006...dont exactly know.
  10. Holy Shit, what awesome pics, I was pretty much impressed when I read what you are using a total size of HD Space to store it for your sourcefiles.... Cant wait to see it ingame.
  11. If any further Addons were missing so ctd is never caused though, you´d recieve a errormessage with "Addon XY needs Addon AB", the game would run then even without that addon. A CTD is mostley a result of another issue, mostley within the ArmA/ArmA2 installation. A reinstallation of the game sometimes is causing miracles...
  12. memphisbelle

    Satellite mask image creation

    The basic question is how much time do you have for all of those maps and are these your own maps or are you painting for any other guys? And I think a further interesting question is why you made so much maps simultaneous, why not finishing one map before starting with the next one? There is no way to morph the sat image to a respective mask one. Thats why the pattern of the sat mask would cause thousands of different colors which takes me back to my question above...
  13. memphisbelle

    Plants

    If you mean the clutter for your texture so I have the sam problem. No clutters are shown up on respective textures although I chacked the cfgClutter.hpp. Is there a trick to get it working?
  14. Thanks AllieXX for these links, that looks pretty much awesome. As promised my ressources. The current work is not based on Google Earth Sattelite maps but on a selfcreated one. So I linked my both images for my current project. The Sat file were totaly selfmade, exept the base which just represnts the pisekplaz texture. I think I will change it yet...I´ll see, basically I am still in the "try out" Phase. Currently I am in progress to create the mask file which takes a bunch of time. Here are both images: Sat_lco Mask_lco (current Status) I think it´s more fun to create the sat file on it´s own, one has more possibilities and your phantasies is not borderd...
  15. As I said, there´re thousands of possibilities. What I´d like to know is how are you using the filters? Are you creating a basic pattern which is used as it in all surfaces or do you create a single pattern for each surface by it´s own. The filters can really be uswed pretty well to change colors and what not. My method is actually a relict from ArmA1 where the Sat and the texturecolor were different to each other. This problem is no more present in A2, so basically my methos is working, although it´s no more really needed. To explain why I did though you need to knwo that I create a layer of each texture taken from texview and filled the layer with it. So I did for each texture. I did that to recieve the same color as the texture and in A1 it always worked pretty fine. But now I am going to get my Satfiles together with Google Earth, which is pretty more detailed...
  16. memphisbelle

    Runway

    Me as well Gnad, cant get enough information...:D
  17. Oh really?? Nice to know. I have either the same advice or another totally different way of creating your own Sat map. First note that the Sat Map has nothings else to do than to represent the surface right below and in the distance of your position. So at the end it´s your decision what you want to see. The only border is your phantasie. I have also an alternate way of creating a Sat map. It´s also a bit unorthodox (not usual, but working). Just grap the respecting Textures (texturename_detail_co.png (texview2)) and get them on each layer in your Graphic tool, what ever you use. I.e. first layer is the Textute for the whole map (Water and country). The 2nd layer represents the biggest part of Texture on your Island may be a mixture of sand and grass, so grap the respective Texture .png´s and cut all the material off which you dont need. Go on with all the Textures you want to use. Make sure to flatten all layers to one single one and save as png file and at the end you´ve a nice Satmap for your island which has the same color as the Textures, so you have not the mud in the distance. Currently I am at work, but tomorrow morning (just working in Nightshift) I can uplaod an example. There are thousands of other possibilities of course. That´s just one of mine.
  18. memphisbelle

    Isla Terra

    Nice suggestion, but you shouldn´t take it too serious, at the end it´s still just a Island, nothings more. So you can create the whole earth even on a 256 x 256 map. The continents would be pretty small then and less detailed, but present. If the map would be created in 4096 x 4096 so it´s still pretty fine. And I think it shouldnt be much bigger...
  19. memphisbelle

    Basic Texture Problem

    OK guys, I fixed my last issue, so I am back in the same level of knowledge as back in ArmA1. What did I wrong? Well, I have a total size of the Island of 1024x1024, so I need a image of respective size. That means either 1024 x 1024 for sat and mask or even 10240 x 10240 for both as well. That was what I did wrong. My last sat/mask files had both a size of 5120 x 5120 so Visitor had the Problem to "expand" the sat file into a 2 x bigger area, that caused the clusters. Thanks for your help and patience, now I can share all new won knowledge for people who has similar problems.
  20. Hello guys, I already asked for some help in certain Threads and recieved some help, thanks for that. But I still have a Problem with my Island and the Textures. Back in ArmA1 it wasn´t a big deal to paint a 3DModell of a Island. But the way I know has totally changed, cause it´s no more working. I think I have basic Problems in understanding what happens now with the Textures. All the new different files, related to hundrets of rvmat files, strange definition of layers.cfg and massive amount of hpp files within the config are a bit confusing. So if it´s possible and some of the experts around here could help me, so I´d apriciate this pretty much. My Problem: I have a map which shall run only one texture at the time to figure out the basic handling with Textures. The layers.cfg and the rvmat file seems to be OK. The Sat-and the mask_lco files as well. While importing process I have no Vis crashes but no Textures on the ground. an Example: Those images were alreaqdy posted in another thread, but to make it complete I do here again. So may be this thread will help other guys with the same problem. This is how it looks like after import: My Project: Textures stored in: MB_Tarrafal/Data/ ( I´m using one texture set from Chernaurus Map and renamed from cr_les1_....paa into les1_....paa) terrain.pbl stored in: MB_Tarrafal/Source/Terrain Sat_LCO and Mask_LCO stored in: MB_Tarrafal/Source/ These are my files I´m using: (just testing around with 1 texture only) layres.cfg (I just checked the RGB code, but it´s correct) And the respective rvmat file
  21. memphisbelle

    Basic Texture Problem

    Now I am using a 10m Terrain Grid. The Texture layers are still 40x40 meters. The sat and mask files have exactly 5120x5120 px. It´s not a secret thing, so I can publish my Sat file. It´s also in a not as good quality as other ones (high 12km). So here you can get it to convince about its quality. Sat_lco.png
  22. memphisbelle

    Basic Texture Problem

    I finally got most of my problems solved. The Island is also present now ingame. So far so good. But I hope that some of you have any Idea what about this Problem. I´ve got my Sat file from Google Earth. There are around 20 images out of a hight of 12 km. This is a cutview of my Satfile. and this is the result in Buldozer and ingame Does anybody know why Visitor is destroying the sat file that much? It seems that he cut the whole file in hundret squares and put it back together in a totally different order, why? My settings Thanks in advance Memphis
  23. memphisbelle

    Isla Terra

    How can we help you IceBreakr? If help is apriciated so just share some details about what the com could support you with, as there would be parts of the Sat Map (considering the total scale of the map), parts of the Mask, scriptwork, may be custum textures (ice and snow, desert sand...) and so on. I also would suggest, that the guys who really want to help are getting together to a Group. A Fileserver with FTP access for every member would be great to store the current result. And anytime when someone has finished his part so he can upload his material. So that the parts can be put together like a puzzle. Espacially when it comes for Objectplacing so such a ftp offers a huge advantage. I totaly agree with kju when he said that this Project would take years. What do you guys think? By the way, an awesome Idea which could probably took a massive dynamic to the whole gameplay.
  24. memphisbelle

    Runway

    In A1 there was somethings with ILS. EDIT: Just checked again. use searchfunktion and enter //ILS. But I dont know how to get the coordinates.
  25. memphisbelle

    Basic Texture Problem

    What tool for pbo compressing are you using?
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