aook002
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Everything posted by aook002
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That's great everyone - thanks. I'll be able to get it working now. Aook
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Hi - i'm just wondering on how I would find out the position of a vehicle - with it showing up in a hint, triggered by a radio command. Im guessing but would it be something like this? I'm trying to find out the position of a helicopter called UH60. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hint "Getpos UH60" I know that's not right - but i hope it may give you on what lines I am thinking on. Thanks in advance Aook
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Cheers raedor - i'll try that when i get back home Aook
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Yeah that works...BUT is there any way to get that reading in an answer such as "Eb49" like a grid reference. Thanks for reply T_D Aook
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Ok, it doesnt matter about the text not showing up - i'll just do a cheap run around by just using: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">unitname sidechat "message" So, all i would like to know is how to make every one hear a sound in a multiplayer game. Please note the sound is triggered when a certain waypoint is completed, and this activated the execution of a script which goes something like this.... (there are 2 occasions so i will give both scripts) Distresscall.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hotel24 sideradio "b02r02" ~10 [West, "HQ"] sideradio "b02r03" ~9 pilot1 sideradio "b02r04" ~4 exit Distresscall2.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hotel24 sideradio "b02r06" ~4 pilot1 sideradio "b02r07" ~4 [West, "HQ"] sideradio "b02r09" ~5 exit Aook Â
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Before you asked - i have searched and i didnt find anything sufficient..... Ok then, i have 2 problems. 1) My first problem is that i'm wondering how to make a .ogg file (sorted out in descripition.ext and stringtable.csv) be heard my everyone in a multiplayer Lan game without there being a long delay for a client to hear the sound. 2) And my second problem is that when i do play some sounds the corresponding text linked from the description.ext to the stringtable.csv doesnt not show where it does on other instances. Here are the 2 files (description and stringtable) Description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">respawn = 3 respawndelay = 15 titleparam1 = "Respawns:"; valuesparam1[] = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, 1000}; defvalueparam1 = 1000; textsparam1[] = {None, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 15, 20, Infinite}; onLoadMission="Saint Pierre II"; showGPS=1; class CfgIdentities {             class Alpha1      {             name = "Black Op 1"; face = "Face30"; glasses="Sunglasses"; speaker = "Adam"; pitch = 1.00;                 };       class Alpha2      {             name = "Black Op 2"; face = "Face4"; glasses="none"; speaker = "Greg"; pitch = 1.00;                 };    class November      {             name = "November One"; face = "Face12"; glasses="Sunglasses"; speaker = "Adam"; pitch = 1.00;                 }; class Hotel      {             name = "Hotel 2 4"; face = "Face15"; glasses="glasses"; speaker = "Paul"; pitch = 1.00;                 }; }; class CfgRadio { sounds[] = { }; class S03r01 { name = "S03r01"; sound[] = {"S03r01.ogg", db-40, 1.0}; title = $STR_S03r01; }; class S03r02 { name = "S03r02"; sound[] = {"S03r02.ogg", db-40, 1.0}; title = $STR_S03r02; }; class S03r03 { name = "S03r03"; sound[] = {"S03r03.ogg", db-40, 1.0}; title = $STR_S03r03; }; class S03r04 { name = "S03r04"; sound[] = {"S03r04.ogg", db-40, 1.0}; title = $STR_S03r04; }; class S03r05 { name = "S03r05"; sound[] = {"S03r05.ogg", db-40, 1.0}; title = $STR_S03r05; }; class r01r03 { name = "r01r03"; sound[] = {"r01r03.ogg", db-40, 1.0}; title = $STR_r01r03; }; class r05r07 { name = "r05r07"; sound[] = {"r05r07.ogg", db-40, 1.0}; title = $STR_r05r07; }; class r05r08 { name = "r05r08"; sound[] = {"r05r08.ogg", db-40, 1.0}; title = $STR_r05r08; }; class s10r02 { name = "S10r02"; sound[] = {"S10r02.ogg", db-40, 1.0}; title = $STR_S10r02; }; class sa02r1 { name = "SA02r1"; sound[] = {"SA02r1.ogg", db-40, 1.0}; title = $STR_SA02r1; }; class sa02r6 { name = "SA02r6"; sound[] = {"SA02r6.ogg", db-40, 1.0}; title = $STR_SA02r6; }; class b02r02 { name = "b02r02"; sound[] = {"b02r02.ogg", db-40, 1.0}; title = $STR_b02r02; }; class b02r03 { name = "b02r03"; sound[] = {"b02r03.ogg", db-40, 1.0}; title = $STR_b02r03; }; class b02r04 { name = "b02r04"; sound[] = {"b02r04.ogg", db-40, 1.0}; title = $STR_b02r04; }; class b02r05 { name = "b02r05"; sound[] = {"b02r05.ogg", db-40, 1.0}; title = $STR_b02r05; }; class b02r06 { name = "b02r06"; sound[] = {"b02r06.ogg", db-40, 1.0}; title = $STR_b02r06; }; class b02r07 { name = "b02r07"; sound[] = {"b02r07.ogg", db-40, 1.0}; title = $STR_b02r07; }; class b02r08 { name = "b02r08"; sound[] = {"b02r08.ogg", db-40, 1.0}; title = $STR_b02r08; }; class b02r09 { name = "b02r09"; sound[] = {"b02r09.ogg", db-40, 1.0}; title = $STR_b02r09; }; class s02r18 { name = "s02r18"; sound[] = {"s02r18.ogg", db+40, 1.0}; title = $STR_s02r18; }; class s02r19 { name = "s02r19"; sound[] = {"s02r19.ogg", db+40, 1.0}; title = $STR_s02r19; }; }; Stringtable.csv <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">LANGUAGE, STR_r01r03,ALL UNITS THIS IS PAPA BEAR. THE OPERATION IS COMPLETE. WELL DONE. WE ARE SENDING CHOPPERS TO TAKE YOU OUT OF THERE. OUT. STR_r05r07,FOXTROT THIS IS PAPA BEAR. YOU'VE GOT ABOUT 5 MINUTES. OVER. STR_r05r08,PAPA BEAR THIS IS FOXTROT. WILCO. WE'RE GOING IN. FOXTROT OUT. STR_S03r01,ALPHA ONE TO BRAVO. MOVE IN AND DESTROY AND WHAT YOU CAN OVER. STR_S03r02,BRAVO HERE. RECEIVED AND UNDERSTOOD. ENGAGING. OUT. STR_S03r03,ALPHA TO CHARLIE. YOU ARE WEAPONS FREE. KILL THEM ALL! STR_S03r04,YES SIR! WE'RE ON THE MOVE. STR_S03r05,THIS IS BRAVO. WE ARE APPROACHING THE BASE AND ARE READY TO RUMBLE. OUT. STR_S10r02,THIS IS ALPHA ONE. LOOKS LIKE GOT 'EM ALL. JUST A LOAD OF DEAD RUSKIES UP HERE. OUT. STR_SA02r1,THIS IS EAGLE-EYE-FOUR. YOU'VE GOT UNKNOWN ARIEL CONTACT. FROM THEIR SPEED THEY LOOK LIKE CHOPPERS. STR_SA02r6,THIS IS THUNDER-ONE. RANGE TO COAST IS ABOUT 8 CLICKS. STR_S02r18,BRAVO TO ALPHA. BRAVO TO ALPHA. WE ARE UNDER HEAVY FIRE. HELP! CAN'T MAKE RENDEVOUZ...RETREATING TO... STR_S02r19,ALPHA TO BRAVO. ALPHA TO BRAVO. DO YOU COPY? BRAVO COME IN OVER.....DAMN BRAVO IS DOWN. STR_B02R02,IS ANYONE RECIEVING? THIS IS HOTEL 2 4. WE ARE COMING UNDER HEAVY FIRE. WE HAVE MANY CASUALTIES. IMMEDIATE EVAC REQUIRED. CAN ANYONE ASSIST? STR_B02R03, UNDERSTOOD 2 4 WE'LL SEND SOMEONE TO COLLECT YOU. NOVEMBER ONE CAN YOU DIVERT TO EVACUATE HOTEL SQUAD FROM VICINITY OF LE MOULE OVER? STR_B02R04,THAT'S A ROGER PAPA BEAR. CHANGING COURSE OUT. STR_B02R05,CHICKS TO BROOD HEN - WE'RE ALL ON BOARD. YOU CAN TAKE WING. STR_B02R06,OK THAT'S EVERYONE IN. FLY US OUT OF THIS MESS. STR_B02R07,NOVEMBER ONE TO PAPA BEAR. CASUALTIES ARE ON BOARD OVER. STR_B02R09,NOVEMBER ONE - GREAT WORK.  Aook Â
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Would you be able to show me how to the scripts for the client. Thanks Aook  Edit:: Added the "language,english" to stringtable.csv, but text still doesnt appear
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Amazing work guys....... Cant wait till it's released. Keep up the good work. Aook Â
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Yeah it was - it's a classic smiley - Hehehehehe Aook Â
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Hi all: Does anyone know of a free .ogg player which I can download off the net?? Thanks Aook  EDIT:: Awww crap, spelt player as layer in title >> If any admins read this - could you change the title to Ogg Player other than Ogg layer. Thanks
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Cool Cheers. Thanks for the quick reply. Aook
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One thing I normally use if a wanted a group to be useless, is to get the leader of the group and create a Hold waypoint, at the location you want him to be 'dead' at. Then in the waypoint: 1) Select "never fire" 2) For speed select "limited" 3) For behaviour select "Careless" 4) Choose whatever formation. I hope this helps, but most likely it probably wont Aook
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Erm doesnt this link just take us to page 1 of the topic?? (Yes i have tried dragging the link to the address bar..etc, etc) Aook
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Well i know this may not help specifically but there is a script that MrZig made, a tail rotor one to be precise, but it's only really works when you start hovering and only on flat ground, that's if you want the helicopter to not blow up  If you want it just say and i'll try find it for you....or you could even search for it  Aook Edit: Found the link : MrZig's Tail Rotor Failure Script
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Woohoo.....yeah i've got the idea, but one last question. Is there a command to animate one of the back 2 catapults, preferably the one furthest away from the air traffic control tower, on the carrier. Cheers Aook
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This still isn't working for me   Maybe i'm doing something wrong.....lets see..... 1) I have a West activated trigger which starts as soon as the mission does which contains <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">[Plane1,Carrier1] exec "catapult.sqs"; [plane1] exec "takeoffloop.sqs"; Catapult.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; USAGE ; [Plane1,Carrier1] exec "catapult.sqs" _Plane = _this select 0 _Carrier = _this select 1 [_Plane,_Carrier] exec {launch.sqs} takeoffloop.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">STOPLOOP=False _Dir=GetDir _Plane #Loop _Plane SetDir _Dir ~0.01 If !(STOPLOOP) Then {goto "Loop"} launch.sqs<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _vehicle = _this select 0 _carier = _this select 1 _agle = abs((getDir _vehicle) - (getDir _carier))-180 ? (_agle < 4) && (_agle > 2) :_vehicle vehiclechat format["%1: %2",Localize "STR_nimitz_badagle",_agle]; exit _thrust = 0 _vel = 200 _carier animate ["katapulta1",1] _vehicle vehiclechat format["%1....",Localize "STR_nimitz_Catapult1"] _i=0 #stop _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<50):goto "stop" _vehicle vehiclechat format["%1,%2,%3 ....",Localize "STR_nimitz_Catapult2",Localize "STR_nimitz_Catapult3",Localize "STR_nimitz_Catapult4"] _vehicle vehiclechat "5" _i=0 #stop1 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop1" _vehicle vehiclechat "4" _i=0 #stop2 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop2" _vehicle vehiclechat "3" _i=0 #stop3 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop3" _vehicle vehiclechat "2" _i=0 #stop4 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop4" _vehicle vehiclechat "1" _i=0 #stop5 _vehicle setVelocity[0,0,(velocity _vehicle select 2)]; _i=_i+1 ~0.1 ? (_i<10):goto "stop5" _vehicle vehiclechat format["%1",Localize "STR_nimitz_Catapult5"] #turbos ?(speed _vehicle) < 20 : _trust = 3;goto "speed"; ?(speed _vehicle) < 30 : _trust = 3;goto "speed"; ?(speed _vehicle) < 40 : _trust = 3;goto "speed"; ?(speed _vehicle) < 50 : _trust = 3;goto "speed"; ?(speed _vehicle) < 100 : _trust = 3;goto "speed"; ?(speed _vehicle) < 150 : _trust = 3;goto "speed"; ?(speed _vehicle) < 200 : _trust = 3;goto "speed"; #speed _vehicle setVelocity[(_trust*(sin getDir _vehicle))+(velocity _vehicle select 0),(_trust*(cos getDir _vehicle))+(velocity _vehicle select 1),(velocity _vehicle select 2)]; ~0.08 ? (speed _vehicle >= -5) && (speed _vehicle <= _vel):goto "turbos" _vehicle vehiclechat format["%1",Localize "STR_nimitz_Catapult6"] _carier animate ["katapulta1",0] exit 2) Then to have STOPLOOP=True I have a "move" waypoint that is completed when the plane is theoretically away from the carrier. 3)This still causes the plane to crash into the other parked planes. Any help would be greatly appreciated... Aook Â
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BUT .... Big buts ! - RAD F18 one of the few vehicles that DOESNT raise is landing gear while sitting on the deck with an AI Pilot - You must trigger the katapult script AS SOON AS the AI is in control of the plane (like with a "West Present" trigger) (*X) - There are 4 "katapult" scripts (1,2,3 & 4) to call but they ONLY activate the 2 blast shields on the MIDDLE (back) section of the ship (*Z) *X: Why you ask? Because the AI trys to accelerate immediately. Even with the script triggered (*almost* locking the plane to the deck) the plane nose tends to drift left or right. *Z: Why you ask? Because when you name the vehicle in the Mission Editor, you are ONLY naming one section of the ship. The Nimitz is made up of at least 4 main sections. You can only call the katapult scripts for the named/middle section. The front katapults are in-accessable via simple "name calling" Unless someone out there knows how to call/select the other sections of the ship (via CLASS or SELECT or .... something) then you can never activate the front katapults animation. Final note: The "USS Nimitz" in the "Hawk - Vehicles" editor selection will construct the whole carrier for you (remember its made of many large pieces). If you choose the other "USS ....." bits in the menu you *could* construct the ship manually yourself .... BUT it is extremely difficult. Why would you do this? Because THEN you can NAME each peice and therefore independantly call the 2 katapults on the front section and the 2 katapults on the back section ...... best of luck oh ... and I know katapult is spelt with a "c" .... I'm just following Hawks spelling/translation. @[APS]Gnat Am I able to stop the plane drifting? I'm just saying because I have a mission but there are two other planes stationary on the front two catapults, and when i use your script to make a plane on catapult1 take off - it crashes into the two stationary ones. Is there anyway I can stop this  EDIT: I'm using the Rad F18s - is that the problem? Thanks Aook
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Hey Meathead, would I be able to have the soundtrack which you used in your video?? PM me if possible. Thanks
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Snipers from Ghost in the Grass - a release!
aook002 replied to -=BT=- Matty R's topic in ADDONS & MODS: COMPLETE
I just wasted a quarter of an hour, wrongly staring at the foreground bush, wondering "Where?! Where?!". Is there really a sniper in Pic1?  Anyway great work..... d/l now  Aook PS: Here are some pics for you too look at In the pics i have used the sniper unit, but not the loadout... Pic 1 - Great Suits For Camouflage Pic 2 - Beware Which Gun You Use (It may give you away :P) NB: In pic 2 - i am using Homer's M82A1 not the rifle which comes with Marine Sniper's snipers  For the pics to work, drag the link into your address bar, otherwise the forum page will just open.  -
Oh my word...these are amazing as before I'm now taking out tanks (t80s & t72s) with the Barret Light .50 Cal Rifle, yet to try the rifle on the M1 Abrams The MP5 is really cool aswell. No recoil, and a great powerful sidearm to go with a sniper rifle. Excellent work mate. Aook
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Ok, d/l now.....can't wait.....hehehehehehe Aook
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Is it just me or has KingHomer uploaded the same pack as its still around the 5 1/2 mb size? Also I downloaded it and the readme was the same and no nice new mp5 Anyway cant wait for them Aook
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Checking to see if a script is running...
aook002 replied to aook002's topic in OFP : MISSION EDITING & SCRIPTING
Well im like you Ninja.....i dont have a bloody clue But after a bit of random tweaking i sometimes reach my goal. Thanks Anyway Everyone Aook -
Checking to see if a script is running...
aook002 replied to aook002's topic in OFP : MISSION EDITING & SCRIPTING
That is sweeeeet. It works now. Cheers everybody and mrziggyziggy Aook -
Checking to see if a script is running...
aook002 replied to aook002's topic in OFP : MISSION EDITING & SCRIPTING
Ok Ninja_STO i've made an addition to the init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">running=false i didnt make the running=false at the end of the first script as it is only execed once. But i still get the error... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">'(running==true) |#|': Error ==: Type Bool, expected Number,String,Object,Side,Group Aook