PhelanKA7
-
Content Count
72 -
Joined
-
Last visited
-
Medals
Posts posted by PhelanKA7
-
-
First you need the WaveToLip program http://tactical.nekromantix.com/tactical/wiki/doku.php?id=ofp:tools:ofpsoundlabPlace the file into your root directory, ie. 'C' Drive. Now you will be able to drop your wav. or ogg. files into it and a .lip file will come out matching your sound file. This program, WaveToLip is VERY picky and might seem like it's not working but you have to make sure the sound file is in Mono, and probably a certain frequency but honestly I don't remember what it was.
Do you just put the .lip file in the same directory as your sounds and it automatically picks it up, or is there a script command involved?
-
anyone else having problems with this,keeps saying BB_mercenary is missing,i've downloaded all mods needed?!?BB_mercenary comes from the first Addon listed in the OP:
1.Desert Mercenaries and BlackOps
-
If the unit is a player:
disableUserInput disable
I might give this a try as long as it can be used like "user1 disableUserInput true" and disable only one player in a multiplayer mission and not EVERYONE playing.
Thanks for the help.
-
Here's what I am wanting to do:
I have an action in my mission that is supposed to fully occupy a single unit as he "works" on an object. Is there a way to keep a unit from firing his weapon until a trigger "unlocks" him? As of right now, the trigger is just removing his weapons, and when the countdown of the trigger is complete I have a script that adds a preset list of weapons back to the unit. The problems here should be obvious... Namely if the unit picked up a different weapon or expended a number of magazines, the disparity between the two would be obvious to the player.
So basically what I need is either of the following two options:
1) Remove the player's existing weapons and then add them back exactly as they were when they were removed after the trigger is complete.
OR
2) Disable the unit until the trigger is completed.
I'm not expecting anyone to write the script for me, but a few clues to point me down the right direction would be much appreciated :)
Thanks for any help!
-
Once upon a time when OFP was king I was pretty good with sounds messing with ogg's and that lipsync program, but alas, all is forgotten so I need some basic help.Sorry to necro this thread, but could someone point me in the direction of how to get NPCs to lipsync CFGSounds entries? I did a search, and this was the closest thread to the subject I could find :j:
PS - I really don't feel like unpacking the game for the Single Player Campaign if I don't have to.
-
I'm having the same problem with this script as I had with the problem I described in this thread.
In short, the jets/helicopters start too close to the ground, and eventually crash. Over water the crash occurs about 2 seconds after spawning.
However, if I put
SU2501 setVelocity [-100, 0, 0] //Sets SU2501 velocity to 100kph in a west direction
in the script after the SetVehicleVarname command it seems to work just fine.
How was this script working without that setVelocity command I am wondering? What am I missing?
-
Rather than poking around in the PBOs, use the built in viewer :)Place a trigger in your map:
Condition: !isnil "bis_fnc_init"
OnAct: [] call BIS_fnc_help;
Brings up a nice viewer with params / descriptions etc.
Thanks for that!
Yeah, I realize I could've opened up the PBOs, but I wasn't too keen on that idea ;)
-
I'm trying to add a custom sound inside my mission , i have used the description wizard and I have used the command playSound"soundname" why it doesn't work?You must convert your sound file into OGG format using something like OGGDropxpd. Then it should work. OGGDropxpd will not work with mp3 files though. Make sure "soundname" is a wav file to start out with, drag and drop the wav file into OGGDropxpd. You should then have a file named soundname.ogg. Place this into your mission directory and use the command:
unit1 say "Soundname"
Instead of "playsound".
-
well i dont know about any doc about the ingame scripts.
i just open them up and see what they do. thats doc enough for me :)
How do you open them up? Where are they?
-
I believe the OP is asking for a listing and documentation on all the BIS scripts out there... Not for an explanation on the Vapor Trail script which it appears he already figured out.
Personally I'd like to see some documentation on the BIS scripts myself. OFPEC seems to be lacking in this area.
-
I've got a problem with creating any sort of flying vehicle in a script. With the following script, every flying vehicle I try to use just nose dives into the ground. It's more noticeable over water. Over land, the object attempts to land.
Also note that it has nothing to do with the waypoints. If I take those out, the chopper does the same thing. What am I missing? I tried using setVelocity, but that made it even more messed up.
With the waypoints in, the chopper just lands and does nothing if my "Flyin1" object is over land. When Flyin1 is over the water, the chopper just crashes into the sea.
Thanks for any help.
helo = createVehicle ["Mi17_CDF", position Flyin1, [], 0, "FLY"]; helogrp = group leader helo; helo flyInHeight 50; helo setDir 270; sleep 1; _wp0 = helogrp AddWaypoint[position Flyin1, 0]; [helogrp, 0] setWaypointType "MOVE"; [helogrp, 0] setWaypointSpeed "FULL"; [helogrp, 0] setWaypointCombatMode "BLUE"; [helogrp, 0] setWaypointBehaviour "CARELESS"; _wp1 = helogrp AddWaypoint[GetMarkerPos "Flyin2", 0]; [helogrp, 1] setWaypointType "MOVE"; _wp2 = helogrp AddWaypoint[GetMarkerPos "Flyin3", 0]; [helogrp, 2] setWaypointType "MOVE"; helogrp setCurrentWaypoint [helogrp, 1];
-
Create/name the groups by putting this into the members init field:grpAlpha = group this
Put that into each member to make sure it's always created, because if theres no AI or human in the unit, it wont be created, thus the init field is not executed, which means no squad naming.
To alpha boat's init field:
this addAction ["Board boat","board.sqf",[],5,false,true,"","group player == grpAlpha"]
You can use the same thing for other groups, just change "grpAlpha" to whatever you want.
board.sqf
(_this select 1) moveincargo (_this select 0); (_this select 0) removeAction (_this select 2);
Worked like a charm! Thanks!
I'd always kind of wondered how the arrays for AddAction worked.
-
Thanks for the quick reply, but no dice. I tried that and it didn't work.
One other thing I forgot to mention is that the script works if AI Units are enabled. As soon as you start the mission with AI units disabled, the script doesn't work.
-
I'm having a problem getting an AddAction script to work correctly in multiplayer. The Action is set on an object which moves the player into cargo of a vehicle. There are three different scripts for three different barrels depending on the player's squad.
In Single Player (ie - testing the mission from the editor) the correct AddAction appears depending on what squad the player is in, and all is well.
In Multiplayer however, the AddAction only shows up for the squad leaders of each team, and once one of the actions pops up for any of them, all other players can only see that action for that barrel.
I'm almost positive that the problem arises from saying "if (player == a1) then { AddAction ["Board Alpha boat", "alphaboard.sqf"]"
On each barrel I have the following script initialized as
nul = [this, alphaboat] execVM "alphabarrel.sqf"
Script:
_barrel = _this select 0; _boat = _this select 1; sleep 2; if (player == a1) then { _barrel AddAction ["Board Alpha boat", "boardalpha.sqf"]; sleep 2; } else { if (player == a2) then { _barrel AddAction ["Board Alpha boat", "boardalpha.sqf"]; sleep 2; } else { if (player == alphademo) then { _barrel AddAction ["Board Alpha boat", "boardalpha.sqf"]; sleep 2; } else { if (player == a4) then { _barrel AddAction ["Board Alpha boat", "boardalpha.sqf"]; sleep 2; } else { if (player == a5) then { _barrel AddAction ["Board Alpha boat", "boardalpha.sqf"]; sleep 2; } else { _barrel AddAction ["Wrong barrel!", "wrongbarrel.sqf"]; sleep 2; } } } } } };
Do I need to pass the unit's variable somehow instead of relying on "player == blah"?
How do I do that?
Thanks for any help!
-
I've got a small problem with using the LHD.
I have a light source located in the big cargo area below decks. Unfortunately it illuminates the upper (outdoor) surface as well. Is there some kind of clipping plane or script I could use to illuminate ONLY cargo bay area?
Thanks for any help!
-
I wonder if anyone is planning on giving these missiles a texture? Lord knows I have no artistic skill whatsoever, or I would do it myself :D
-
-
12mb mission, what is inside2 songs, and a lot of sounds.
-
Was it Ghost Recon that also had the MG3 in it for one of the "Unlock" characters? Man I loved that weapon.
Thanks for this pack!
-
Uhhh... Not sure why this post is here. I was trying to edit my last post in the thread and it made a new post. Sorry.
-
Is this possible, or no?
-
Maybe this post could help you out. The code in that post basically has one NPC run to a location, join up and lead another group, get into a chopper, and then take off.
You could also use triggers that wait for another trigger to set a statement to true.
Also don't forget to synchronize the units in the editor.
-
-
Version 1.2 (FINAL) is ready to fly.
MEDIAFIRE link (SP_Littlebird_v12.rar)
As stated in the Change Log below, this version has two different PBOs in the RAR. One is for the RACS skin that should be compatible with all versions of the Littlebird ADDON. And I have also included a version that uses a new custom skin made by JehzusScream that gives it a ChDKZ scheme.
Here is a link for the Armaholic thread on that ChDKZ reskin. Or you can download it directly here.
I will be working on a version of this mission this weekend that does not involve Littlebirds, and will be ADDON free. I am going on vacation next week however, and if I don't finish it by this weekend it'll be at least a week before that is released.
Also stay tuned for Little Bird: Day Two.
=Changelog=
v1.2
-------------
-Thanks to JehzusScream I have included his reskin of the AH-60 for a ChDKZ livery. This is to give Pyoter's
Little Bird the appearance of being a piece of stolen piece of property. See above (in the README included in the RAR) for download/installation info for installing the ChDKZ livery. I have also included a version of the mission for those not wanting to use the
ChDKZ skin, or are using an earlier version of the Little Bird addon than v2.0.
-Updated to work with version 1.03 of ARMA2.
-Now even more randomy! Prepare for a possible twist. Also, the mission start time has been randomized. It may begin
anywhere between noon and dusk.
v1.1
-------------
-Added a script that will cause Father Gulash to take different escape routes at beginning of mission, randomly.
-Changed the chopper to the new NAPA reskin by JehZus.
-Added a more specific Briefing/Intel report at beginning of mission. I also added some OOC (Out of Character)
notes from me, to help anyone having trouble with the mission.
-Changed the Scenario title so it correlates better with the name of the PBO/Zip.
-Added some traffic to the roads so that the first car you see moving is not so obviously Father Gulash's.
-Added a few more units to the Chernagorsk battle.
-Added "No-Fly zones" to simulate UN/NATO guarded International Waters. If you fly out there and get shot down by
USMC fighter jets, don't say I didn't warn you :D
-Made the ChDKZ base look more like a *BASE*
---------- Post added at 05:15 AM ---------- Previous post was at 05:03 AM ----------
Downloaded and played your mission, I always enjoy chopper missions and for sure enjoy the little bird ;-) I liked the small story you provide (dying to find out more about that girl that asked for me ^^) and i also liked the updates on gulash's position.The assault on chernogorsk is set up perfectly, maybe it could do with some more attacking units.
[/url]
Thanks for the feedback!
Yeah, I kind of wondered if that was too weak of an assault set up by the CDF there.
But my main goal was to create an encounter that would end successfully on it's own after a length of time. I fully intended for the defense of Chernagorsk to serve as a distraction to pilots who would rather duke it out than pay attention to their primary mission ;)
had to try the mission like 4 times cuz i wasnt sure how to identify which car on the road was the right one.In the fourth "text message" in the briefing there is a grainy photo of the priest next to his vehicle. There is also a vague description in the text. If you must know specifically, it is a red pickup truck with a white top. Can't get much more specific than that :p
P.S.: there isn't anything like a AH-60 little bird, there is the UH-60 which is the black hawk, there might be a variant of it called AH-60, but if there was, it'd be still the black hawk.the "little bird" is called MH-6, with hydras and miniguns AH-6, which is used in your mission.
sorry for being a smart-ass ;-)
No problem. I have never served in the military, and I'm not hardcore about my knowledge of any military specifically, so I'm not gonna argue your point :)
Here is what Wikipedia has to say about the AH-60 however. I realize that Wikipedia isn't correct 100% of the time though. (EDIT: Argh. I see what you are talking about now. Yeah, AH-60 should be AH-6. Sorry for the typo.)
Thanks again for the feedback. Check out the post above for the final update to the mission. Also expect much more to come in the coming weeks... In the form of new missions of course:
I'm REALLY tired of testing this mission OVER and OVER ;)
Looking for voice actors for SP campaign (The Cause 2)
in ARMA 2 & OA - USER MISSIONS
Posted
Something you could try in a pinch is this translation site.
After you translate something from English to Russian, a "megaphone" icon will pop up and if you click on it you will be redirected to an audio clip of the word(s) being read in Russian. I can imagine the translations are fairly rough, as most online translation programs are, but it's better than nothing :o