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Wire

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Everything posted by Wire

  1. im having trouble getting it to work. is it compatible with GL4 and ACE?
  2. How about considering reskinning the units from the Arma2:PMC mod? It might require ppl to buy that expansion in order to use ur addons, but u can always leave that as a separate folder, and it might give more incentive for people to buy the expansions :D there are quite afew good unit models there, like baseball caps and headsets that would look cool with some DPM or MTP camo instead
  3. Heya, I am on the last leg of getting this all done, cept i need alil hand. Im not good at scripting at all, and am looking for experts to compile this and make it working. 1) I have "hos1" who i want to addaction to. Once I approach about 3-5m of him, an action appears on him that allows me to click it entitled "Rescue Hostage" 2) Once the action is clicked, a soundclip will play (which Ive recorded). It will sound like a guy yelling "hands in the air" etc. The soundclip is called "rescue.ogg" 3) After I clicked his addaction and the sound played, he joins my team, joinsilent. Its a very simple script, cept i havent got a clue how to configure it to work. Can anyone help please?
  4. Heya Mostly, Ive given it a shot, cept I dont know where to place the "rescue" sound. i keep walking up to him and it keeps saying that it isnt found.
  5. heya. just outa curiousity, i found a radio chatter from the end credits of Generation Kill episode 2. The chatter refers an artillery mission being called in, and I wanted to know if i can impliment it into the SAM module when i call in artillery, to add more immersion. I know what they say in the radio chatter and the fire mission i send in Arma2 will obviously be different, but i wont care, would just be cool to hear something while i wait for the artillery to come raining in. How do I go about doing that? Ive gone as far as to download and edit the audio clip, and i assume all i need to do is place it in the sam_support folder and attach a script to initiate it. How do I link the sound to once the artillery is recieved and being called in? (pretty much when global chatter says "firemission recieved")
  6. Please add snow covered hills :D
  7. Wire

    SJB SAS Pack

    i know :P just saves the trouble. meh, up to the maker. just throwing it out there is all...
  8. Wire

    SJB SAS Pack

    Hiya Jackal, I was wondering if u were considering implimenting the bearded face addon for the upcoming SAS too? Like the ones used by Tier1Operators unit addon. Would be sweet to see the burly beards on these badasses as well
  9. Yes! fricken yes! lol Ive been waiting for someone to do this idea. +1 :D Try and add beard models on them if u can
  10. How would I go about creating a module inwhich I can drop into play from the MODULE (F7) option, and synchronise it with a unit so that the unit can activate particular scripts?
  11. Wire

    New OA Modules

    village spawn module
  12. Origin: For those who enjoy taking on the role of a Special Forces team, it becomes very obvious that a very significant part of their operations (aside from sabotage, intelligence gathering, etc) is hostage rescues and high-value target arrests. However, Arma2 along with its predecessors have never fully integrated a hostage or arrest feature, aside from surrendering units when they flee. Sure there have been scripts created by the community, but they are bogged down with common issues e.g. - Unpredictable hostages that run away from their location - scripts that are difficult to understand and implement by novices (such as myself) - Script errors and holes in the system - Inability for quick "plug and play" ops. Concept: What I am proposing is a very very (must stress this once more) VERY simply module to be created to do this. It comes in the form of a module found in the MODULES (F7) option. What you do is select whether you want "Hostage" or "Arrest", and sync it to the unit that will do this. (As shown in the picture). http://img683.imageshack.us/i/arma22010070823582595.jpg/ How it works: What it does is create an action in the action menu for the unit synced. When you approach the unit, for example hostage, an action will appear saying "Rescue Hostage". Upon clicking it, three things will happen: 1) They will joinsilent your team 2) They will reset animation and act normally (picture below shows their initial animation) 3) A sound clip will play (and possibly a hint message) of a soldier shouting something like "Friendly Forces! We are here to rescue you! Come with us!" http://img153.imageshack.us/i/arma22010062318350939.png/ As oppose to arresting, you will approach the unit whom you wish to arrest (obviously they will have setcaptive true, and removeallweapons this). Upon clicking the action in their proximity menu, they will: 1) Place their hands behind their heads (as seen in the picture below) 2) joinsilent your team 3) Play a sound clip of a soldier shouting "Hands on your head! Down! Get down!" http://img268.imageshack.us/i/arma22010062318342954.png/ http://img441.imageshack.us/i/arma22010062318361408.png/ Beauty about this: - You are able to place "HOLD, CARELESS" etc for units so that you can gurantee they wont go anywhere - You are able to not do the above, and when you are spotted, the high-value target can gap it (making it more challenging and realistic) - Unlike ACE2 mod where you can get surrendered units to follow you, you are not able to get them to board vehicles. For this module, you can. Creating the module: Obviously I haven't got a clue how to script, let alone create modules. But I have hunted down the key ingredients for the module. - setcaptive true = to ensure units (hostage and high value targets alike are not shot at) - removeallweapons this = so that the target can't shoot you - joinsilent = unit joins your team. The player then is able to get them to board vehicles etc. Things I havent been able to find however is the animation scripts needed to get the desired animations in the pictures. However, those were from SLX mod, so the answer will be in there. Closing Remarks: PLEASE MAKE THIS! Its such a simple module for novice players, and can open a huge door for new operations, especially since OA has enterable buildings (hint hint 'house raids' operations). For those familiar with Task Force Black/Knight, their primary operation in Iraq was high-value target apprehension, usually arresting their targets every night. If whoever wishes, I can rustle together the sound clips for them when making this. Please PM me if anyone is considering it. Again, its bloody simple, three or four simple scripts. I hope someone is listening
  13. Im just going to throw this out there, and I doubt very much this will ever be created but meh (maybe just venting lol) So many people always want to create hostage or arrest situations in missions where they get to a location, find their guy, and approach them to get the action menu option to get them to join their team. However, this is plagued with so many variables (such as units running away, enemys shooting them too soon etc). And the only way to create these options is to create huge lists of scripts to make them happen. Anyone can go type hostage under search and they can come up with so many differnet scripts. Yet it is so popular for mission makers. Why dont people just create a simple module to drop in? and have the option to synchronise who is the hostage/person to arrest, and the player who is allowed to do the arresting? Then pretty much u can just give that guy a waypoint like "move, never fire, careless) so he wont move, and the synchronised module on him will make him immediately go into "testsurrender anim". Then simply when u do approach him, u click the action menu and it runs a sound clip. (with ur option of either u want to arrest or rescue him from the module) it will play a voiced message like; Arrest: "Hands up! down! drop the weapon! on the floor!" Rescue: "Friendly forces! dont worry! we are here to rescue u!" and presto! he will join ur team. Then u can order him to get into vehicles etc and get ur ass out of the AO. Its such a simple concept, that any novice mission maker such as me can simply drop into a mission editor and get it running without having the whole "minimise game, edit the config, and back into game" run through (which i will admit is atad confusing). can someone please make this real? a very nice and clean RESCUE/ARREST MODULE that is easy to implement? U would be a godsend if u can. Cheers, Wire
  14. I was expecting the cloverfield monster to pop out any second lol
  15. Heya guys, I just ran into this pic here, and I want abit of clarrification. =.= its 1am currently, and I cant get to sleep without finding out lol. So yeah, this pic is of 'supposed' Navy SEALs which arrived on the beach of Monrovia, Liberia in 2009. http://www.nydailynews.com/news/national/2009/04/11/2009-04-11_fatal_french_commando_rescue_of_pirate_hostages_underscores_risk_of_sneak_attack.html With the two lads at the rear, they clearly display the US flag. SEALs given. However, the bloke to the front confronting the African doesnt bare a flag, or any noticable insignia. Ontop of that, if im not mistaken, the two guys at the front are wearing British DPM (cant be too sure tho, eyes are alil buggered). I suspect the two guys at the front are British SAS. And even more, I think the guy to the front is Eddie Stone. For those who dont know who Im talking about, here he is: (For those who still dont recognise him, I suggest looking him up on Youtube etc) Can anyone help shed light on this for me? Its pretty realistic that SAS and SEALs operate together, heck, they pretty much regularly do these days. But yeah, answers or explanations would be cool. p.s. Sidefact. Eddie once said in SAS Survival Episode 1 that he always packed his personal stuff, which included nomex waterproof gloves. He said he always goes on operations with those becoz its waterproof, warm, and very dexterous. If you notice in the pic, hes wearing such gloves. Cheers, Wire
  16. Heya, I hope this is the right place to post this. I just wanted to ask a small question. I really like TF86 the SEALs models that Ardvarkdb made. Ive already skinned a couple units, for instance woodland mix is now British desert DPM. But I dont want to do that coz it ends up replacing the whole woodland mix collection. Is there a way of configuring the config and creating a whole new class to choose when I enter the mission editor drop list, and name a whole new class as something like DPM etc? Basically, adding onto the preexistiing 7 or 8 camo selections without replacing. BTW, I WANT TO REINFORCE THE POINT THAT THESE SKINS THAT I WANT TO EDIT ARE COMPLETELY FOR PERSONAL USE ONLY, AND WILL NOT BE DISTRIBUTED TO ANYONE WITHOUT ARDVARKDB'S APPROVAL So yeah, pretty much can anyone give me instructions on how to re-config the scripting to include a new class, i already know how to un-pbo addons, and i knw the whole .paa reskinning process. Cheers :D wire
  17. Okay, ive downloaded the O2 and all other Arma2 editting stuff. Now what O.o How do I tell if its binarized or not? and how exactly do I use the text string? ------------------------- Nvm, ive decided to do the Hex-Edit way. So Ive got myself up to the point where ive located the .paa directories amongst the scripting in the hex edit view of a .p3d file. Now what? From what I can understand, u want me to copy the .paa i want to edit, rename it, then rename that in the hex-edit right? but keeping the characters the same length. How do I go about, for example, having something like this in the drop menu in the game? SEALS TF86 ACU UKSAS 22RG DPM (kept same length) Do i recreate a new .pbo or something?
  18. Yeah, agreed now. With the better more higher resolution photo that Walker provided, I retract my statement lol
  19. Cant be too sure if this helps, and this is my own personal opinion. But the difference in having slow, move forward, and move fast commands for a vehicle refer to different applicable tactics for vehicle bound units. Whether u want a convoy to move slowly as too keep a column formation in the open desert, or travel a team of tanks real fast over a stretch of paddock, or have ur HUMVEE platoon adopt a medium pace flexibility while they travel down a highway through to a village. Different speeds adhire to different situations, so Arma2 allows for such difference to be maintained through vehicle speeds. It wouldnt be too good if all vechiches had just one speed to travel in, and markably, there are many circumstances where travelling in fast sprints is more tactically better than just regular speed. Hope that helps
  20. Hey i just realised, small inquiry. Since Chenarussians spoke in their native language during combat commands, will there be Takistani spoken by Takistani? (Arabic, Farci, Dari, Pashtun, etc etc dunno what it might be)
  21. Jaw drops..............................................:eek:
  22. Wire

    Hostage/Arrest Module =.=

    A surrender module only initiates the units to adopt a surrender posture after a certain number of battlefield criterias are fulfilled. What im trying to put forward is a module inwhich u can automatically syncrhonise the module to a certain number of units which would adopt; an action menu, an animation posture, and a soundclip+sidechat played when activated. In doing so, one can very easily construct a module that can be implimented into a game to allow for "arresting" or "rescuing" units to occur.
  23. Ok sweet thanks mate. Ill try it out soon. in the off chance that the unit doesnt vanish, what would i have to do instead?
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