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PhelanKA7

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Everything posted by PhelanKA7

  1. DOWNLOAD Armaholic page --Littlebird: Day 1 --- by PhelanKA7 (phelanka7@gmail.com) Single player mission for ARMA2 v1.03 Littlebird v2.0 by Cyborg11 is REQUIRED (DOWNLOAD) ChDKZ AH-6 reskin by JehzusScream is OPTIONAL (DOWNLOAD) It is required if you are using the mission file "SP_Littlebird_v12_ChDKZ.Chernarus.pbo" however. Description: In this (and the missions to come) you take on the role of Pyoter Kaztrulya: A former member of the ChDKZ (Chernarussian Movement of the Red Star). You fled Chernarus two years ago after the CDF imprisoned and then executed your father. You were one of the most highly skilled chopper pilots within the ChDKZ before you left the country, but now the Movement calls you back again. You have left your job in Russia as a pilot for Aeroflot, and are back in the Fatherland. A stolen AH-6 has made it's way to ChDKZ hands and needs a bold, daring, and brash pilot to command her. You are that pilot. Notes: -I realize that some of you may dispute the ChDKZ using an AH-6 in their operations with a RACS skin at that. But I beg that you use your imagination. Please keep comments about this to yourself, unless you have a better idea. -This is my first ARMA2 mission, and probably the first game mission/modification I've ever released since a couple of WADs I made for Doom back in the day. Any constructive criticism or advice you may have is very much welcomed. Positive feedback is fun too :D -I am slowly learning the scripting for this game, and hopefully soon I will be able to update this mission to be more replayable. As of right now the target takes one predetermined route to his destination, and I would like to make it more random. -Other things on my wishlist for future updates on this mission are a ChDKZ skin for the AH-6, and maybe some Russian voiceovers. This is probably pie in the sky however, and I wouldn't hold my breath. Thanks: -Cyborg11 for the AH-6 mod. This wouldn't be possible without it! -critanda for his "Morning Assault" and "Operation: Enable Sky" missions. I have to admit that I learned how the editor worked from the example laid out in these two wonderful missions. Anyways... That's it! There are some more specific details in the README.txt that I hope you all will take time to read. I hope some folks enjoy this mission. I had a lot of fun making it. ---------- Post added at 08:41 PM ---------- Previous post was at 08:17 PM ---------- One important thing I forgot to mention in the README or Release Notes: Upon termination or escape of Father Gulash (WIN or LOSE) you must make it back to the Boss (Akula character) standing in front of the Air Traffic Tower at the ChDKZ base. I've never been a fan of missions ending in the middle of an action. Plus this allows the player to choose whether to complete the defense of Chernagorsk or not. I apologize for not being clear on this in the Release Notes or Readme.
  2. 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
  3. PhelanKA7

    Adding sound

    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?
  4. BB_mercenary comes from the first Addon listed in the OP:
  5. 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!
  6. 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.
  7. PhelanKA7

    Adding sound

    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.
  8. 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?
  9. Thanks for that! Yeah, I realize I could've opened up the PBOs, but I wasn't too keen on that idea ;)
  10. 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".
  11. How do you open them up? Where are they?
  12. 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.
  13. 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!
  14. 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];
  15. Worked like a charm! Thanks! I'd always kind of wondered how the arrays for AddAction worked.
  16. 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.
  17. 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!
  18. 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
  19. PhelanKA7

    Chopper missions ?

    Here's a single player mission I made: Little Bird: Day One
  20. PhelanKA7

    Enemy_of_my_Enemy 1.4

    2 songs, and a lot of sounds.
  21. PhelanKA7

    FFAA MOD Spanish army

    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!
  22. PhelanKA7

    SP Mission - Littlebird: Day One

    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.
  23. Simple question: Is there a way to pass an ungrouped NPC's trigger generated sidechat dialogue into the "Chat Log" in the player's map screen? As of right now, all it records in the chat log is their greeting in local if you walk up to them.
  24. Is this possible, or no?
  25. 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.
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