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Variable

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Everything posted by Variable

  1. Variable

    CiA co-op night

    I was thinking of Podagorsk and Thirsk. What do you guys say? Shall we add some new custom islands?
  2. Variable

    CAMP - Dogs Of War

    I have now completed the campaign. Last mission was fun. Thanks for your efforts Potatomasher, and good job!
  3. Variable

    CAMP - Dogs Of War

    I am having troubles with Battle of Helm mission,
  4. Thansk for your reply SNKMAN, I don't think the sound files and the sound classes have to carry the same names. If they had to be with the same names then it wouldn't have worked at all for me. However, I did try to change it all to have the same names but it didn't solve the stuttering problem. I will attach my new code with your suggested changes at the bottom, for just in case. I came to the conclusion that it is simply an arma 2 bug that relates to a truck environment (and maybe other vehicles? I never checked...). For more details, and a related problem with the say command see my OFPEC thread. // Mission Header class Header { gameType = Coop; }; respawn = "GROUP"; respawnDelay = 5; onLoadMission = "B I T T E R M E M O R I E S (SP / C O O P )"; OnLoadMissionTime = FALSE; debriefing = 1; class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {woman,driversay1,driversay2,driversay3,dogcry}; // Definition for each sound class woman { name = "woman"; // Name for mission editor sound[] = {"\sounds\woman.ogg", 20, 1.0}; titles[] = { }; }; class driversay1 { name = "driversay1"; // Name for mission editor sound[] = {"\sounds\driversay1.ogg", 20, 1.0}; titles[] = { }; }; class driversay2 { name = "driversay2"; // Name for mission editor sound[] = {"\sounds\driversay2.ogg", 20, 1.0}; titles[] = { }; }; class driversay3 { name = "driversay3"; // Name for mission editor sound[] = {"\sounds\driversay3.ogg", 20, 1.0}; titles[] = { }; }; class dogcry { name = "dogcry"; // Name for mission editor sound[] = {"\sounds\dogcry.ogg", 20, 1.0}; titles[] = { }; }; }; class CfgRadio { sounds[] = {woman,driversay1,driversay2,driversay3}; class RadioMsg1 { name = "woman"; sound[] = {"\sounds\woman.ogg", 10, 1.0}; title = "Don't go Georg! If you will go there you will not come back! Please!"; }; class RadioMsg2 { name = "driversay1"; sound[] = {"\sounds\driversay1.ogg", 10, 1.0}; // .wss implied title = "Did you receive the ammunition from Hallssonar? Good. Take the explosives, they are in the truck's cabin. Damn! This rain never stops!"; }; class RadioMsg3 { name = "driversay2"; sound[] = {"\sounds\driversay2.ogg", 10, 1.0}; // .wss implied title = "I will take you to the abandoned base, maybe there you will find some equipment that you can use. A great stench is rising from inside, I wonder what is causing it..."; }; class RadioMsg4 { name = "driversay3"; sound[] = {"\sounds\driversay3.ogg", 10, 1.0}; // .wss implied title = "Ok that's it. I will not go any further. Too risky. Stefanson tried to check the base. He is now hanged right by the entrance. Rupov, his dog, is barking at his corpse for two days now. Good luck, and goodbye my friends, I hope I will see you all again soon."; }; };
  5. I got the directSay command to work but for some reason, some of the files get activated with a delay, or stop in the middle just to continue a three seconds later from the point it stopped. Very weird behavior. The first one, "Woman" works perfectly fine, but the others are messed up. Those are activated by a truck driver that picks up the team and briefs them. I am attaching my description.ext file, if someone could take a look on it and tell me if I have done something wrong I would appreciate it. // Mission Header class Header { gameType = Coop; }; respawn = "GROUP"; respawnDelay = 5; onLoadMission = "B I T T E R M E M O R I E S (SP / C O O P )"; OnLoadMissionTime = FALSE; debriefing = 1; class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {woman,driversay11,driversay12,driversay13,dogcry}; // Definition for each sound class woman { name = "woman"; // Name for mission editor sound[] = {"\sounds\woman.ogg", 20, 1.0}; titles[] = { }; }; class driversay1 { name = "driversay1"; // Name for mission editor sound[] = {"\sounds\driversay11.ogg", 20, 1.0}; titles[] = { }; }; class driversay2 { name = "driversay2"; // Name for mission editor sound[] = {"\sounds\driversay12.ogg", 20, 1.0}; titles[] = { }; }; class driversay3 { name = "driversay3"; // Name for mission editor sound[] = {"\sounds\driversay13.ogg", 20, 1.0}; titles[] = { }; }; class dogcry { name = "dogcry"; // Name for mission editor sound[] = {"\sounds\dogcry.ogg", 20, 1.0}; titles[] = { }; }; }; class CfgRadio { sounds[] = {woman,driversay1,driversay2,driversay3}; class RadioMsg1 { name = "woman"; sound[] = {"\sounds\woman.ogg", 10, 1.0}; title = "Don't go Georg! If you will go there you will not come back! Please!"; }; class RadioMsg2 { name = "driversay1"; sound[] = {"\sounds\driversay11.ogg", 10, 1.0}; // .wss implied title = "Did you receive the ammunition from Hallssonar? Good. Take the explosives, they are in the truck's cabin. Damn! This rain never stops!"; }; class RadioMsg3 { name = "driversay2"; sound[] = {"\sounds\driversay12.ogg", 10, 1.0}; // .wss implied title = "I will take you to the abandoned base, maybe there you will find some equipment that you can use. A great stench is rising from inside, I wonder what is causing it..."; }; class RadioMsg4 { name = "driversay3"; sound[] = {"\sounds\driversay13.ogg", 10, 1.0}; // .wss implied title = "Ok that's it. I will not go any further. Too risky. Stefanson tried to check the base. He is now hanged right by the entrance. Rupov, his dog is barking at his corpse for two days now. Good luck, and goodbye my friends, I hope I will see you all again soon."; }; };
  6. Variable

    [SP/COOP-5] Bitter Memories

    New version 1.3 is released. Please download from OFPEC until armaholic mirror is updated. Change log: 1.3 -Changed sound files activation to directSay to resemble normal human discussion and to enable lip movement. -Changed leader's reference to NATO fighters engaging to appear sooner. -Added leader's reference to truck being destroyed by the Hind. -Fixed some sentry's positions and waypoints -Changed one of the team member's weapon from Saiga to AK-74 SU.
  7. Variable

    [SP/COOP-5] Bitter Memories

    New version 1.2 is released. Both mirrors updated. Change log: 1.2 - Changed messages corresponding to voice files from Side and Group chat to Global chat so all players on MP will be able to see them, at least until I master the directSay command - Vodnik route is synced to insertion truck arrival to make insertion easier - Relocated some area triggers - Replaced UAZ driver's AK-107 with an AK-74 to keep the mission true to the 80's Soviet weaponry
  8. Variable

    [SP/COOP-5] Bitter Memories

    Thanks for the update, I'll make sure it's fixed soon. ---------- Post added at 12:52 AM ---------- Previous post was at 12:09 AM ---------- Fixed! new version 1.1 is now available.
  9. That's correct. In my case the whole team will be nearby so there is no problem of playing the sound to distant units.
  10. Hi, I am creating a mission where a truck driver is supposed to "talk" to the team by playing a sound file. The sound file activation is triggered by an "Independent present" trigger. When the sound is played (When the truck passes through the trigger area) the volume is too low. However, when I test the desired sound via "Radio Alpha" activation, the sound volume is just great! I tried to mess around with the db values on description.ext for my sound files but it seems like they have no effect on the sound volume. On this note I would love to hear from experienced editors how to handle these db values- what is the maximum, what is the minimum etc., and why I see no effect over the sound volume... Edit: One more finding- The low sound level is caused by the player presence in the truck and not by the different trigger activation methods. When I sit in the truck and activate through "radio alpha" the level is also too low. Does anyone know why the different sound levels are caused with the different activations?
  11. problem solved thanks to OFPEC: http://www.ofpec.com/forum/index.php?topic=34804.msg239421#msg239421 Apparently there is a bug in "say" command when used in a truck. Use playSound instead.
  12. Thanks for your reply CaptainBravo. The initial sound recording was done in Audacity indeed. I tried to work-around the problem by using its amplify feature, but it distorted the sound and in anyway, I think that there must be a way to fix it using ArmA 2's engine.
  13. Variable

    CiA co-op night

    Thanks to all who joined! Zeus guys, we hope to see you all again, was fun hosting you guys. I guess that until next time there won't be any technical difficulties.
  14. Variable

    CiA co-op night

    A rather big CiA ArmA 2 coop is anticipated tonight, around 8 players. Join up!
  15. Variable

    The Cause 2 (SP campaign Idea WIP)

    The Cause 1 worths a reinstall of an obsolete game, I assure you...
  16. Variable

    CiA co-op night

    Thanks to all who joined on Tuesday and on Saturday! Was great fun. For those who look for the server and can't find it- It sometimes run OFP so it won't be visible through ArmA 2. If you want the server restarted for ArmA 2 coop and you don't see it, leave us a message here or on our "Shout" box on our homepage. The server runs ArmA 2 regularly on Tuesdays. And now, for some screenshots!
  17. Variable

    The Cause 2 (SP campaign Idea WIP)

    Great to hear a progress update. Good luck with it!
  18. Variable

    AnimalMother92 Presents...

    Thanks for the missions Animal mother! I liked Radio Hill very much. It also allowed me to finally capture a bug I was waiting for. I filmed it and uploaded the movie to youtube. I'm going to try your other missions now. Keep up the great work! Edit: Just finished Hearts and minds. Great mission. Maybe a bit too difficult, but very interesting and satisfying. It gives you hell quite until you remove the AA threat. Then the Apaches pretty clear most of the threats for you. Recommended! Looking forward to play your campaign :)
  19. Variable

    CiA co-op night

    Password sent via PMs. Take into consideration that not on Tuesdays the server runs sometimes OFP and needs to be restarted with ArmA 2. If you want ArmA 2, simply leave a message here or post a "shout" on our homepage (right hand side of it).
  20. Variable

    CiA co-op night

    Password sent via PM KeyCat. Hoping to see you back on the server!
  21. Variable

    CiA co-op night

    Both were wrong, now both are fixed. Thanks!
  22. Variable

    CiA co-op night

    Oh yes indeed... :) I miss playing with you two, and hope you have plans for upgrading your metal buckets into something more modern hehe.
  23. Variable

    CiA co-op night

    The number usually ranges from 4 to 7. More and more people request the password lately so expect this number to increase.
  24. Variable

    CiA co-op night

    Updated. Thanks for letting us know. :)
  25. Variable

    [CAMP] Chesty Puller

    Just completed the campaign. I want to thank you Bardosy for your efforts to give us such a wonderful experience. I played the whole campaign with no errors with the following addons and mods: @CBA;@ACE;@ACEX;@gdtgrass;@sakusun;@CSM2;@JTD
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