rejenorst
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Everything posted by rejenorst
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Voice actors forum group - find actors or become one!
rejenorst replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Cheers for the heads up, I've made changes to the radio sounds a while ago but havn't managed to replace the HQ, HQ in this case refers to the Company HQ. Unfortunately I could not find any information on Russian call signs. At the OTK forum I was told that alpha,beta,charlie etc which I would normally use are not used at all as call signs. Any info or links/tips help would be appreciated. At the moment I am using call signs such as HQ, 1st Platoon, 2nd Platoon, 1st Squad and 2nd etc, Cheers. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Cheers man, i had to rework some of the scripts for that first one due to the AI changes in 1.05, I am well on the way to getting at least part 1 released, I have just submited a file to Deadkennedy to be translated into Russian, along with his voice help and those of a Russian voice actor I am hoping to work with in Moscow, I hope to have at least the first 5 missions released very soon. Cheers for the feedback i always find it encouraging. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I've pretty much fleshed out most of the missions, now I am just going through and trying to make each mission as much fun/feel right as possible and adding cut scenes. I still have a few weeks worth of work on my hands there but its getting there. The hardest part is not the scripting or anything but usually making something that feels right concept wise, is fun to play and has an optimal location while remaining in the frame of the storyline. The story and any attempt at realism can ultimately become more of a constraint sometimes hehe. Anyway heres a vid with snippets taking from the last 2 missions I've been working on (heavy WIP), the final product of these two missions will probably be very different during gameplay when its done: http://www.rejenorst.com/vids/TCC2PREV1.wmv No voice acting added to these two missions yet. -
New version of Wav2lip for Arma2?
rejenorst posted a topic in ARMA 2 & OA : BI TOOLS - TROUBLESHOOTING
Hi I've been using wav2lip and although the units mouth moves its barely visible. In Arma when I used wav2lip units would clearly move their mouths wide open making it visible who was talking. Just wondering wether or not this might be to do with the mouth mesh of the models and wether the new ARMA2 sound tools (Wav2lip) has a different encoding? Anyone notice any differences? Also if your using something better than wav2lip can you post here what your using? Thanks. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
http://i39.tinypic.com/xgcbq.jpg http://i42.tinypic.com/t8urt1.jpg http://i39.tinypic.com/amejox.jpg http://i42.tinypic.com/2ytnzoh.jpg http://i42.tinypic.com/21n4p6p.jpg I've been working on and off on the missions when I've had a brake between assignments and exams. Given the release of patch 1.05 I have to edit the way the AI handles some of the waypoints in beta1 of the first mission I released a while ago. This is not a huge problem but I can see I have to play through everything after each patch heh... Above are just some images of what I've been working on for the 2nd,3rd and 4th missions. Its been pretty hard to get Russian voices as the jump from English to Russian is pretty huge. I have however managed to get in contact to a Russian voice actor who has his own studio who is interested in doings some voices in return for some advertisement of his webpage, to which I have agreed and will need to get the script for the missions translated and voiced over. In the mean time I have to finish the missions, I am hoping for anywhere between 8-10 missions for the campaign. -
Physics question, airstrike bomb drop
rejenorst posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know there's a few scripts out there and shortcuts but I have been playing around with my own script and am looking for a formulae to calculate the distance at which the plane is supposed to drop its bomb in relation to the distance of the target to the plane. I've been playing around with height ASL, velocity/speed and distance but I am wondering if anyone knows how to calculate this? The script doesn't need to be 100% accurate in terms of the projectile being dead on accurate, I just want to get it within apprx 25-50 meters. I can get x,y,z velocity, speed, position, range to target, height etc, I am just wondering if anyone knows a formulae I can use with this info. If you do please state the parameter definitions ie: vu = initial velocity etc. CHeers. EDIT: Looks like I need to find time first, so I am guessing SQRT of (elevationx2 divided by gravity) by elevation I mean height of the plane from the ground. then velocity x time = distance. -
Voice actors forum group - find actors or become one!
rejenorst replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've uploaded a bunch of home made stuff at my website www.rejenorst.com, I've mainly got some random voices on there and self composed music. Hope this helps. As for me I am looking for someone to do the following vocals in Russian for The Cause 2 campaign: They are in order of priority. Anyone attempting them will have to translate them into Russian. (Wish I spoke Russian :( such an awesome language.) Please save your voices into a file name with the corresponding number to the lines attempted, ie: 1.wav, 2 wav etc... That way I will know which line is which. All the required lines are radio vocals so don't worry about the quality I will actually be adding distortion to them :) HQ: 1)This is HQ! Understood! Out! 2)This is HQ! Roger that! Out! 3)This is HQ! Acknowledged! Out! 4)This is HQ to all units: Proceed South and hold the roads into the industrial district! Out! 5)This is HQ to all units: armored support has arrived at your location. The enemy is pulling back. All units proceed to the south and capture the sawmill. There is still some enemy resistance there. Out! 6) All units advance! Fire at will! 7)This is HQ to all units! Enemy aircraft are inbound to your location. Also we're getting reports that the enemy have diverted some mechanized units to your area, looks like a counter-attack! Friendly air support is on the way but will take time. Out! 8)This is HQ. Mission accomplished! Well done gentlemen! COMPANY COMMAND: 9)This is Company Command to HQ! Requesting reinforcements for 1st Platoon! Over! 10)This is Company Command to HQ! Requesting reinforcements for 2nd Platoon! Over! 11)This is Company Command to HQ! Requesting reinforcements for 3rd Platoon! Over! MISSION BRIEFING VIA RADIO: 12) Okay Listen up! As you all know; last night Chernarussian forces made a surprise attack on Berenzino. There's still heavy fighting going on in and around the outskirts of the City. Our first objective is to secure and hold the industrial district until Russian armoured support arrives. One of our Spetznatz groups is also currently near the harbor attempting to secure vital shipments for Red Star forces, so don't be surprised to see friendlies already in the area. When we get to our destination we'll join our platoons and attack from the west. Once the first objective is done we'll move south to hold the roads leading into the industrial district until armoured support arrives. God be with you and good luck! OPTIONAL: - These are not as important since I doubt anyone will really have time to help me out but if anyone's feeling generous then: PLATOONS: (should be yelled don't worry about quality) 13)This is 1st Platoon to HQ! We're taking heavy casualties! Request reinforcement at out location! Over! 14)This is 2nd Platoon to HQ! We're taking heavy casualties! Request reinforcement at out location! Over! 15)This is 3rd Platoon to HQ! We're taking heavy casualties! Request reinforcement at out location! Over! 16)1st Platoon to HQ! We're in position! Over! 17)2nd Platoon to HQ! We're in position! Over! 18)3rd Platoon to HQ! We're in position! Over! SQUADRON LEADER 19)This is squadron leader 1 to HQ! Have arrived at your location! Over! REINFORCEMENT BMP 20)Reserves to HQ! Have arrived at assigned location! Over! -
Forcing a civ unit to run (don't stop)
rejenorst posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have a civilian unit that I want to make run without stopping, for a cutscene. I've used this allowfleeing 0; this setunitpos "up"; this disableai "target"; this disableai "autotarget"; this disableai "watch"; But still the unit lies down and takes cover inbetween the run. Anyway to stop the unit from doing this and just to have him run from waypoint a to b without any care in the world? Also I have set the unit to careless. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
nah I am just studying there :) -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Hi guys, unfortunately I have some bad news. I have been running heavily against time constraints and have been sitting at my pc trying to get at least 5 decent missions hammered out. I have about 5 days until my departure to the Phils in which case completion of TC2 will be delayed. I kind of realize that given the time constraints and by my attempt at rushing to get things done I may be compromising on quality and so will attempt a different approach. I will try and do set piece recordings done in the next 5 days that I can mix and match for missions as I make them. So far I've done the majority of recordings for 3 missions. Its usually the cutscene's or any loud voice acting that is the problem as I just can't yell where I am staying in the Phils, (shoebox conditions). There are at least 2 cut scenes I need to make which require loud voices and a bunch of generic yells that I would like to use for missions. if I can get these recorded over the next 5 days along with a series of cut and paste radio chatter for in missions I should be good and then can focus more on the storyline and making more than 5 missions while overseas. I'll still have my mic and preamp with me over there but won't be able to be dramatic in any sense haha so will do some narrating for some of the missions. Cheers and sorry for the delay. -
1.3 Bug DeleteCollection
rejenorst replied to Bellicosity's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Damn :( I am trying to have a bridge destroyed near Solnichy, south of Berenzino at the factory area. Its a road bridge and I've tried everything but can't get the damn road that goes over the bridge to collapse. Only the rails and the cement block underneath. Deletecollection was the only thing that worked but then never loaded again :( -
Destroying or make invisible a road bridge
rejenorst posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok I found similar topics and have tried it all but only one command worked with serious problems and that was deletecollection. At the mid-east side of Chernarus is a factory south of Berenzino with two bridges, a road bridge and a train bridge. The bridge with the road crossing I can setdammage to destroy it but the roads are still visible over it. If I deletecollection ((Getpos gamelogic) nearestobject id) I can make it dissapear but this causes the bridge not be seen in subsequent previews. BAsically you have to quit the game and reload ARMA2 for it to show up again. Has anyone found a way around this? I tried setdammage 1 to building types house, building etc and it didn't work, it just destroyed the rail bridge which was in the 50 meter parameter I set. The rail bridge is easily destroyed but not the road bridge. Thanks in advance. -
1.3 Bug DeleteCollection
rejenorst replied to Bellicosity's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just noticed that when using the deletecollection on a bridge for example that the bridge would dissapear as expected. on consecutive previews the bridge was no longer there. NOTE: Was using the command via a waypoint. even before the command was triggered on consequtive runs the birdge was still gone after the initial preview. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I havn't tried it, but I just might. Also do you guys prefer urban missions or rural missions? -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
AI won't run in buildings unfortunately :( I am contemplating having a mixture of slow and fast. I will test this to see how it works ingame and try and come to a compromise on what comes closest to seeming decent. AI has a major problem of trying to shoot through concrete walls on the stairs at distant enemies, this is more evident when in combat mode :( -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Do you guys prefer units to move fast into the house or to move slowly but cover all angles? When I set units onto combat inside they make more of an attempt to check the corners and door ways and will move cautiously, but of course slowly rather than storm the building. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I didn't tweak much, just pulled the standard levers of the AI, I think the majority of problems people have with the AI is that they havn't experimented enough in testing what's the appropriate settings for which scenario. The AI still has plenty of minor niggles for in what I am trying to do but having played against it and set it to a challenging level I am generally scared to show my back to the door. I shoot fast because I remember all the places where I was killed in previous tests ;) -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
Hi comraderickey, you have some awesome ideas but I am really running short on time at the moment. The Cause 2 will most likely be 5 missions in length. I will make additional missions while I am overseas and then release a mission pack or a new campaign when I get back. As it stands I have about 3 out of 5 nearing final completion. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I'll upload a copy to filefront and pm you. -
The Cause 2 (SP campaign Idea WIP)
rejenorst replied to rejenorst's topic in ARMA 2 & OA - USER MISSIONS
I am a little behind on my shedule and I have been experimenting with a mission that takes place at the factory. I've been doing some scripting to get units to move around inside the factory, camp, move etc and although that's all good and well I am just wondering if that makes for a fun mission in the minds of players. Just wanted you feedback, so far mission 1 is done as are its cutscenes, mission 3 is almost done and I am now toying with mission 2 which was under the lines of CDF milita raids into Red Star territory with you as part of the Russian peacekeeping forces trying to sort out the situation. I've just been testing the scripts and heres a quick play, is anyone interested in these indoor type missions? <object width="425" height="344"><param name="movie" value="http://www.youtube.com/watch?v=ijSEMvQWMTQ&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=ijSEMvQWMTQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object> -
How to place AI in all floors on a house?
rejenorst replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is currently what I am working on using the aforementioned method. -
Trigger from music?
rejenorst replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
what line is the error on (usually says it in the error ie: error on line34 for example.) Once you know the line then open up your desc in a txt file and click goto and type in the line. it will take you to where the error is. Also You should check your ARMA2.rpt (forgot if its called rpt file). Usually this logs the errors. Also when attempting to activate the music are you doing so with the playsound or playmusic command? Since your music files (ie:wolfsong are listed under sounds and not music). Playsound would be the correct way as you currently have it set up. playsound "wolf1" -
How to place AI in all floors on a house?
rejenorst replied to Solarghost's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I am currently amking a mission at the factory where units fight it out on all floors, sort of like house to house combat only in the one building. I've found that using the setpos command on units (meaning they start off inside the house) causes them to be a slight bit off the ground and occasionaly causes them to die. You best bet (if there is enough time) is to place a gamelogic over the house, call it house1 (for example). Then in the gamelogics init field type in: h1 = nearestbuilding this Now place a few units around the building and find out how many buildingpositions there are available in the building. (note that the last building position may not be enterable so test this out). Then in the units init field type in either unit commandmove (h1 buildingpos 1,2,3,ect...) or unit domove (h1 buildingpos 1,2,3,ect...) this will cause them to move to that location. You may want to create a trigger or sqs file that waits a few seconds then uses the dowatch command to have units focus their sights out of the windows. -
Im doing a cutscene which takes place inside a house, I am using the command _jk = 15 preloadobject (nearestbuilding mhouse) Where mhouse is a gamelogic. I found that I could check whether _jk is true or not but if I ran that check in a loop it would cause huge amounts of lag. I am just wondering is there a way to have an object load quickly? I am not using prepare cam because the camera is actually moving to the house slowly. Here's the cutscene anyway: Anyone else have any neat tricks or dirty shortcuts in making sure that an object is fully loaded for a scene?
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Cool suicide script/animation or what!
rejenorst replied to JacobJ's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There's an animation that goes with it, I forgot the title of the anim but you can either download the anim viewer which is floating around (which is a mission that allows you to view copy and paste animation title names). The ones your looking for will be under cutscene I think. Then copy the anim title and use the command: unit switchmove "animationtitlename" or unit playmove "animationtitlename" (I am not sure if this one will work but if it does it would allow for a smoother transition in anims). The make a gamelogic, give it a name and use the command: gamelogic action ["useweapon",unitname,unitname,0] (Gamelogic being the name of the gamelogic you created in your mission and unitname being the name of the unit who is commiting suicide.) You would have to time it correctly though so that the shot is fired at the right time. I am not sure if the action works while units are in an animation mode. I am playing around with this at the moment for a cutscene I am making. My initial attempts have failed and I am just seeing if its because I disabled the ai for the unit that is supposed to fire the weapon. ---------- Post added at 01:30 AM ---------- Previous post was at 12:58 AM ---------- ok seems i can't get the ai to fire its gun during switch or play of the anim i am using. doesnt work with the fire command either.