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rejenorst

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Everything posted by rejenorst

  1. Cheers nettrucker! The other thing Iam looking into is Kbtell and whether or not one play the sounds through radio channels that way along with the accompanying radio sounds etc.
  2. I did a search for this but couldn't find much except something at OFPEC: http://www.ofpec.com/forum/index.php?topic=32016.0 Does anyone know if its possible to combine sideradio sounds without the radio beep inbetween them? This would be useful for custom coordinates being voiced etc where tehre are moe than one variable.. Thanks.
  3. Seems the website already deducted the payment for this year so the website will be up for another year if anyone wants to grab anything in that time. I will occasionally update (mostly with music etc)
  4. Ok I am working on random mission generator scripts where I plan to combine a bit of voice acting and RPG elements. Instead of using setidentity I thought it would be cool to voice act a bunch of the auto generated names in game. Would anyone know how I could seperate the first name from the last name automatically from the string returned value of _name = name unit ? I can save said value to an array so that it would be (for example): ["John Doe"] Any tips for removing "Doe" so I am left with John? Keeping in mind that the last name could vary? Is there any way I can copy everything that comes before the space between John and Doe? Thanks. I honestly doubt that there is a way but I thought I'd venture the question. Thanks for any help.
  5. Right click on any of your mp3's on your hd, click open with and select another program such as windows media player and then check the box at the bottom left hand side that says always open these filetypes with this program. Then try and download again. If you want to revert back to your old mp3 player repeat the process and select the previous mp3 player progam.
  6. The website has around 150-160 music tracks on it and a bunch of sounds for anyone interested. I am not sure how long the website will be up as the annual cost is becoming a bit much for me. Anyway just thought I'd bump for anyone looking for additional sound resources before she blows.
  7. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    I had thought about doing that at one point but ended up running out of time due to a commercial project(s) I am working on and studies etc. I am not sure if I will have time to add more things at the moment but will keep it in mind if I do any edits in the near future.
  8. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi Anelaidlives, Unfortunately I only coded in a primary weapon selection and not a secondary weapon selection. :(
  9. Hi Fk2 Sel. There are friendly units on the map and the player is on the same side as the spawned plane as well.
  10. Yeah I use the reveal command to help the pilot find the laser.
  11. Hmm its strange, since the script works fine if I run it with a few units around to test but in my mission the plane hasn't worked yet at all. It just flies around the waypoint on the laser marker and doesn't drop its payload :(
  12. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Only the type of units and weapons loadout from the scripts. The way it works is that there are several scripts that work one after another. The first script checks all the buildings in the area and saves the ones that have x number of building spots to an array, after that sectors are created and an array is made of the buildings within each sector. The objective script then checks where best to place the objective zone and then launches the unit spawn script, which spawns units in buildings and launches a unit patrol script which is used to make units patrol/evacuate inside/out of buildings and change buildings every so often. It also tries to choose buildings that are closer to the enemy's current sector location. Another AI enhancement script is also launched in the sequence. Ie: The scripts are not designed for placing units in the editor and having them act on the fly. I could make one in future as I am planning to make a similar script but for squads. I would need to know exactly what it is your trying to do however. ---------- Post added at 10:59 AM ---------- Previous post was at 09:03 AM ---------- Have updated the Martyrdom missions: Martyrdom v1 - Added ability to heal/bandage oneself after taking x amount of damage instead of just when you can't walk (as per request). - Added flare unit loadouts and enemy units will fire flares at night. Martyrdom2 v1.1 -Removed small and rare bug being reported when initial helis crashed. -Added timer to helis that will check their position every 5 - 6 seconds. If the position is the same for 30 seconds the heli is destroyed and the script is relaunched. This is added due to the rare chance when I would reload my game and helicopter reinforcements would not arrive (I assume it was because the heli just got stuck and wouldn't follow its waypoint.) I haven't had a lot of time to test these as I am extremely busy as of late so if anyone spots anything let me know. Otherwise the ARMAHOLIC mirrors are stills there for the previous mission versions. EDIT: Armaholic mirrors have also been updated thanks to BIG.
  13. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    All units are spawned as the mission starts, if you want to edit the enemy weapons loadout then I think its eteamX.sqs files (X being numbers) as far as I remember.
  14. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Hi USMC :) , are you refering to the Martyrdom style missions? The martyrdom missions rely heavily on densely urbanized areas. I could make something similar for Sangin but I would have to recode the way in which the mission works since buildings in Sangin are widely dispersed, meaning it wouldn't just require porting the mission but recoding it to suit the terrain. I may do something similar in the future if I get time. As to how I did it, I am not sure which part of the mission your referring to?
  15. rejenorst

    Intercept and destroy mission?

    If you just want them to take off you can just place the aircraft at the airport and the AI should taxi along the runway for takeoff with or without waypoint. Not sure if it works with modded aircraft but you can give it a try. If you want a delay from take off you can setfuel 0 and make a trigger for the fuel to be set to 1 given a certain condition. Or you could have the pilots start outside the aircraft and have them enter their aircraft given a certain condition after which the AI should taxi it to the runway and take off automatically. Aircraft may need to sit near/on the runway for the AI to taxi (not sure).
  16. rejenorst

    User mission requests!

    I released one SP AH64 mission were you can play as either pilot or gunner called hellfire. Its on armaholic: http://www.armaholic.com/page.php?id=14584 Also has a hellfire laser targeting option if your playing gunner.
  17. Hi I am just wondering if its possible to create a simple scrollbar into a textbox? I've created a fully working dialog but have limited space for the textbox I am using and am wondering if someone can help me out as I am trying to get a scrollbar into the textbox. My RSC dialogue code for the textbox: And the actual Dialog window, class minfo is the one that needs the scrollbar. I wouldn't mind adding it to the Rsc (above) so that its automatic: And example of code I am looking at for the scroll bar, taken from: http://ru.armacomref.wikia.com/wiki/Dialog_Control ---------- Post added at 12:11 PM ---------- Previous post was at 10:46 AM ---------- Alternatively if someone has a structured text and scrollbar template they can show me I'd settle for that. Thanks.
  18. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks Nettrucker :)
  19. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Cheers man :) Thanks for the support. The basic aim of the last two missions has been to make a mission that gets you into the combat quickly but that allows for scalability and for variability (randomness) in mission area, enemy locations and enemy weaponry. The reason for this is that most of my previous missions tended to be pretty linear which meant it was easy to memorize enemy locations. I also wanted an urban setting to simulate a bit of asymmetrical warfare or MOUT. The Fallujah map was good because not only could I make sector objective locations random I was also able to make the entire sector grid location random given that the whole map is a city.
  20. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks Humvee28 :) have added the armaholic mirror and mirror for Fallujah 1.2 map to OP: LINK Version 1.0: http://www.rejenorst.com/projects/[sP]Martyrdom2.fallujah.rar LINK Version 1.0: Armaholic mirror:- Martyrdom 2 (@) Required: Arma 2 Combined Ops Required: Fallujah
  21. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Mission added and ready for release.
  22. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    Thanks Muhahaha :) 1 thing I need to fix is the text box size for enemies at objective selection at the beginning of the mission. Apparently Mike is seeing the numbers cut in half due to text box size. Otherwise everything should run ok.
  23. rejenorst

    Rejenorst's Missions [SP/MP/COOP]

    MARTYRDOM 2 This is a port of my Martyrdom mission to the Fallujah map Version 1.2 by -[TdC]-Shezan.it its designed for random urban operations where enemy units are spawned randomly into buildings located within sectors, where units have random skill and weapon kits and move randomly between buildings. There is also random civilians and random civilian traffic, player weapon selection and mission setting options at the start of the mission such as the number of enemies, friendly squads, fog, time of day and some limited side missions. The main objective is to clear out a randomly chosen sector in the combat zone which is randomly placed around the map where there are buildings. Mission notes: -At the beginning of this mission you will be able to set the number of enemy AI. Enemies at the objective will start and will only move between buildings in the vicinity of the objective, while insurgents will move around the city's sectors at will. -There is now an option to have 2 additional friendly squads join you. The first squad which is on by default will also have a bradley or HUMVEE following it while you will be prompted if you want the 2nd squad which will call in an Apache when calling in reinforcements. -If you plan on having 2 allied squads be aware that the will result in around 20 - 40 additional AI on the map. I tend to play with both squads on and about 80 insurgents and 20-30 enemy units at the objective. Default is 20 enemies for each. Features: Special thanks to Zonekiller for flame script code and Mike Johnston "Clutchy" for beta testing & voice acting. -Enemy building patrols (Enemy will patrol inside buildings and displace to other buildings every now and then. -Friendly Airstrikes. -Ability to set enemy unit numbers. -Randomly selected Weapon kits for both enemies and friendlies. -Random unit starting positions. -Randomly selected sectors as objective. -Insurgents are spread all around the city while Takistani soldiers are concentrated in and around the objective sector(s) (If you want more dispersed fighting up the amount of insurgents, if you want more units guarding the objective then raise the amount of units guarding the objective at the start of mission). -Battle yells. -Ambient sounds (limited but there). -Ability to play the mission at Dawn/Morning/Noon or Night. -Ability to setfog. NEW TO MARTYRDOM 2: -Ability to bandage self when receiving damage over 0.25 -Weapon selection at start of mission -Enemies are now randomly equipped with flares and will fire them at night. -Enemy short range mortars -Sidemissions (optional) -heli reinforcements -Up to 2 additional friendly squads -Bradley fighting vehicles & HUMVEE instead of M1A1 -Apache CAS -Civilian traffic -The hotzone around which the sectors are allocated is now randomly placed around the map. Meaning a change of scenery each time the map is played. -Bunch of other smaller scripting issues I can't remember. Will list as I remember them. -All friendly squad including yourself are transported on site by Blackhawk. CREDITS: Mission: Rejenorst Voice Acting & beta testing: Mike Johnston and Rejenorst Music: Rejenorst Script help: Zonekiller Again special thanks to Mike Johnston whose beta matrix spreadsheet was highly appreciated. VIDEO PREVIEW: dVDBx8RoXm4 -------------------------------------------------------------------------------
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