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VictorFarbau

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Posts posted by VictorFarbau


  1. Hold it Fasad, from the picture I can see that you placed (and armed) your Pipebomb there. If you now just enter your inventory and drop a Pipebomb next to it then you will find that they even look different. The armed Pipebomb is green satchel - the same dropped from inventory will be a smaller brown satchel.

    Difference: you can detect the armed charges with "nearObjects", the same won't work on the inventory items. Do we agree on that?

    I have a hunch what the problem could be - have a look at this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nearestObjects [player, [], 15]

    Result: [5630: cl_feathers2.p3d,dude,ammobox,5167: <no shape>]

    Ok, so let's look for that "ammobox" that is being detected:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos player) nearObjects ["ammobox",20]

    Result: [] banghead.gif Yeah, why would it be so easy?

    Let's try this (picked this from the CfgVehicles class names):

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos player) nearObjects ["ammoboxWest",20]

    Result: [ammobox]

    Is it that the nearObject queries return object names whereas I need to know the exact object model class name ? This is really an obstacle since I haven't found a complete list of all objects and their related class names yet (including magazines, weapons, pipebombs etcpp).

    VictorFarbau

    PS: The "ammobox" is a real ammobox I placed there for testing.


  2. Hold it Fasad, from the picture I can see that you placed (and armed) your Pipebomb there. If you now just enter your inventory and drop a Pipebomb next to it then you will find that they even look different. The armed Pipebomb is green satchel - the same dropped from inventory will be a smaller brown satchel.

    Difference: you can detect the armed charges with "nearObjects", the same won't work on the inventory items. Do we agree on that?

    I have a hunch what the problem could be - have a look at this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nearestObjects [player, [], 15]

    Result: [5630: cl_feathers2.p3d,dude,ammobox,5167: <no shape>]

    Ok, so let's look for that "ammobox" that is being detected:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos player) nearObjects ["ammobox",20]

    Result: [] banghead.gif Yeah, why would it be so easy?

    Let's try this (picked this from the CfgVehicles class names):

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(getpos player) nearObjects ["ammoboxWest",20]

    Result: [ammobox]

    Is it that the nearObject queries return object names whereas I need to know the exact object model class name ? This is really an obstacle since I haven't found a complete list of all objects and their related class names yet (including magazines, weapons, pipebombs etcpp).

    VictorFarbau

    PS: The "ammobox" is a real ammobox I placed there for testing.


  3. @fasad - these statements return a <NULL-object>.

    I believe satchel charges can only be detected as such when armed. In that case the nearestObject function works. But if you just dump them onto the ground they also become a "dummyweapon.p3d" object like any other weapon or magazine you place using the inventory function.

    I will try some of the above suggestions and report back.

    Thanks,

    VictorFarbau


  4. @fasad - these statements return a <NULL-object>.

    I believe satchel charges can only be detected as such when armed. In that case the nearestObject function works. But if you just dump them onto the ground they also become a "dummyweapon.p3d" object like any other weapon or magazine you place using the inventory function.

    I will try some of the above suggestions and report back.

    Thanks,

    VictorFarbau


  5. Howdy,

    I wonder if anybody has a clue. I wanted my group to be able to detect satchel charges placed by friendly or enemy troops. All my attempts using "nearObjects" and the like were in vain.

    Once placed the charges are only recognized as "dummyWeapon.p3d" object using the "near" commands. I placed some grenades and magazines on the ground too - and they're also being put into the list as "dummyWeapon.p3d" objects.

    Is there any scripting way known to check for the presence of any defined weapons / magazines lying on the ground?

    Btw - I could command my men to pickup that stuff from the ground one by one, so the engine knows very well about the presence and nature of these. Seems I am just using the wrong commands to identify them somehow.

    Thanks,

    VictorFarbau


  6. Howdy,

    I wonder if anybody has a clue. I wanted my group to be able to detect satchel charges placed by friendly or enemy troops. All my attempts using "nearObjects" and the like were in vain.

    Once placed the charges are only recognized as "dummyWeapon.p3d" object using the "near" commands. I placed some grenades and magazines on the ground too - and they're also being put into the list as "dummyWeapon.p3d" objects.

    Is there any scripting way known to check for the presence of any defined weapons / magazines lying on the ground?

    Btw - I could command my men to pickup that stuff from the ground one by one, so the engine knows very well about the presence and nature of these. Seems I am just using the wrong commands to identify them somehow.

    Thanks,

    VictorFarbau


  7. Quote[/b] ]Arma does *not* delete groups and their adjecent waypoint plans if that group has had all its units deleted or killed.

    Yep confirmed. And luckily so since this was always a reason for heavy workaround scripting in OFP; I am very happy with the createGroup command.

    Quote[/b] ]you can make a severely complex waypoint plan for a group in Arma

    Confirmed as well smile_o.gif I also make use of this exact behaviour, it's quite brilliant in fact that nothing gets lost when the last unit dies.

    So I just got you wrong there and thought you wanted to delete the groups. Which wouldn't make sense seeing the above stated behaviour anyway that we agree on.

    Well, glad you found your error there, hands down.

    Cheers,

    VictorFarbau


  8. * using of undefined variable in scripts (nil value) will be in ArmA 2 strictly reported as an error.

    Excellent. So the parser reports an error if a variable has a value of NIL when being used in a statement. That means that this tedious search for variable typos in long scripts will be history :smile_o:

    Like "_startxposition" vs "_starxposition" and the ususal typos, especially in longer or complex scripts.

    Thanks,

    VictorFarbau


  9. @keaster - the way you describe it sounds as if you 100% confused biggrin_o.gif First, if you right-click the weapons.pbo file there must be a menu entry "extract". When you select this you will get a folder "weapons" afterwards. This is the decompiled weapons.pbo. In that folder there's folders \data\sound. That's where the enclosed .wss files from myself need to go, right?

    @gl33k - using this in a mod folder is pretty easy; the only difference is that you use the modified weapons.pbo in a mod folder instead of the /addons folder. So just patch the weapons.pbo per the instructions, copy it to any mod folder you want and start AA with the -mod parameter, done.

    Cheers,

    VictorFarbau


  10. @Imutep - no doubt that's a good idea. I haven't started any initiative yet but thought of creating a sound database with all the great sounds that people collected / made over time.

    Ideally everybody could pick what he wants and have a custom weapons.pbo created then.

    Right now I haven't pursued this further and don't know what the other sound makers think of it - but I am all open to ideas.

    And once again about the sounds - they are all 100% original, sorry if some of you think they should sound different. I also wondered about the G36 for example but saw 2 videos where it sounded exactly like my sample. Same for the rest.

    Cheers,

    Victor


  11. I wanted to use the time I can spend on Arma more on scripting again and will quit sound editing for now.

    I captured and collected a bunch of new sounds again after 1.3 and consider this modification final. I made sure all the added sounds are original which was the main purpose. They have been heavily edited by myself to make them usable as in-game sounds.

    VF Realsound V1.4 Youtube

    I will pack all the sounds into a file archive and release them as .wss files for everybody to modify their Weapons.pbo (instructions included) or use it in a separate mod folder.

    VFSoundpatch1.4 Files (Rapidshare)

    Cheers,

    VictorFarbau


  12. The good news is that the development continues with the next ambitious project thumbs-up.gif

    I give BIS credit for being the only company out there who really has the courage to drive gameplay to a new experience (freedom, expansion, programmer interface) so concessions will have to be made in regards to the usual stupid roadmapping / patching portfolio. Leave that to mainstream publishers, focus on seriously improving the next game and I am happy.

    Now that we talk about improving: an object-oriented script language, ragdoll physics instead of static animations, better documentation for programmers biggrin_o.gif

    Cheers,

    VictorFarbau


  13. The good news is that the development continues with the next ambitious project thumbs-up.gif

    I give BIS credit for being the only company out there who really has the courage to drive gameplay to a new experience (freedom, expansion, programmer interface) so concessions will have to be made in regards to the usual stupid roadmapping / patching portfolio. Leave that to mainstream publishers, focus on seriously improving the next game and I am happy.

    Now that we talk about improving: an object-oriented script language, ragdoll physics instead of static animations, better documentation for programmers biggrin_o.gif

    Cheers,

    VictorFarbau


  14. = INCLUDES PATCH AND MOD VERSION =

    = CURRENT VERSION 1.3 for V1.08 final =

    You can install this current version as either sound patch or as a separate MOD, whichever method fits you best.

    Instructions how to do this below (don't worry, it's easy).

    Sound is all a matter of taste, so there's different sound packs out there already that serve different purposes. I like mine since it based on real sounds I captured from different original footage. During intense battle and with EAX turned on it really creates a nice battle atmosphere for me.

    I have uploaded an 5 minute MP3 which was captured during an intense battle for Tiberia, that will give you a very good impression about what it sounds like without having to install it if you are unsure. The sound sample includes heavy firing of M4, M16, M240, M249, SVD and AK74 and Grenades.

    You need 7zip to deflate this (www.7-zip.org), the best program for compressing sound data.

    LINK to the MP3 teaser:

    MP3 Teaser of VF_RealSoundV13

    LINK to the sound patch:

    VF_RealSoundV13_for_108

    Changed sounds include (30 in total so far):

    ====================================

    AK74SU, AK74, PK, Dragunov, RPG, DsHk, M4, M16, G36, Handgrenades, M136, M24, M240, M249, M2, Riflegrenades,

    several explosions, MP5, MP5 silenced, Gun120

    Installation method 1: using a patched "weapons.pbo" file.

    ==========================================================

    1. Backup your Arma/Addons/weapons.pbo! This is important. For future updates and patches you will need the original files. No messing with game files if you don't have a backup!

    2. Open the "FilePatchGen" directory and run "FilePatch.exe". The "File to patch" is your Arma weapons.pbo, the "Patch file" is my .ptc file and the "New patched file" is the file you want to create using my patch.

    3. Take the new file afterwards, rename it to weapons.pbo and overwrite the orginal file with this. And think of step 1 before! No backup no patch!

    Installation method 2: using a mod folder

    ==========================================================

    1. Browse to your game directory, create a folder called "@VFSound". In "@VFSound", create another folder called "Addons".

    2. Open the "FilePatchGen" directory and run "FilePatch.exe".

    2.1 The "File to patch" is your Arma weapons.pbo (\Arma\Addons\weapons.pbo)

    2.2 The "Patch file" is the supplied VF_RealSoundVxx.ptc file

    2.3 The "New patched file" is the new weapons.pbo for the mod folder (\Arma\@VFSound\Addons\weapons.pbo)

    3.Start Arma.exe with the "-mod=@VFSound" parameter to use the sounds

    To do

    =====

    - Currently no plans to expand this; focus is on main battle weapons

    Known Bugs

    ==========

    The grenade throw sound ("Grenade!!!") is also played when taking grenades from an ammo box. I don't know why

    this has been configured like this. Sometimes the same sound does not get played at all when throwing a grenade.

    Revisions

    =========

    1.0 Initial release

    1.1 Added single MGun shots instead of burst samples, new M203 grenade sound (east + west)

    1.2 New / changed sounds: G36, M4, Grenade launcher,SVD, MP5 silenced, MP5, instructions for MOD included

    1.3 Completey reworked sounds: M240, M249, M4 and M16, SVD, M2, slight changes to AK47, AK74

    © 2007 Victor Farbau

    Lurking around in the Arma forums


  15. I like the way it is compiled - kudos for that. Nonetheless it is rather a compilation mod than a genuine sound mod since most of the sounds have been around in other sound mods (mostly OFP) for a long time.

    Blame it on me, but I just like it better when folks be open about it; I was looking for some new audio pleasure but it sounded all too familiar.

    Cheers,

    VictorFarbau


  16. I had the same issues a long time ago in OFP already. That's why used a more complex script in OFP and now SQF in ArmA (calling the SQF from the init.sqs).

    In my mind this is related to the multiple statements per line that you use. The code parser failed on me each time I tried that construct and I think it has to do with the line breaks used by different text editors. Anyway, this is speculation; but what I know worked is either this:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    ?secondary==0:goto "default"

    ?secondary==1: goto "vickers"

    #default

    exit

    #vickers

    gun="TwinVickers"

    mag="500Rnd_TwinVickers"

    exit

    But SQF constructs with their clear delimiters work a lot more reliable in general:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

    IF (secondary==1) THEN

    {

           gun="TwinVickers";

           mag="500Rnd_TwinVickers"

    };

    My 2 cents,

    VictorFarbau

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