Jump to content

HateDread

Member
  • Content Count

    604
  • Joined

  • Last visited

  • Medals

Everything posted by HateDread

  1. HateDread

    WarFX : Blastcore

    Aye, I did notice them acting weird - they fly very, very straight. @OpticalSnare - Would you consider using six-updater or Addonsync? Little fixes like for the above could be distributed easily (as you no-doubt already know :) )
  2. HateDread

    CLY Face Viewer

    Brilliant work, even if it is in sqs... (sorry, couldn't resist :p )
  3. Thanks Celery, that's an awesome help with faces :) @Igneous01 - Yeah the faces work just fine, unfortunately. @AZ and others - It seems at present that the 3d credits might be the way to go. How can I remove the friendly tags? (That way, they don't interfere with any replacement/alternative methods of naming). I assume it's within difficult settings? Is there a variable/script option to remove them? Cheers.
  4. Hey all, As the title suggests, I'm wondering how to change the name of a unit shown when mousing over them in a mission from, say, "Rifleman", to "Bob", for an RPG mission - I obviously don't want my main characters to be called things like "Rifleman", "Machinegunner", etc. Cheers! - HateDread.
  5. The best I can think of as a compromise is using the 3D credits; I've seen a script to make them follow an object. Maybe we could have them in-front of the character, and just tell the player, when giving them the actual mission file (such as in a BIS thread), to ignore the default naming. Still, it's annoying, and my suggestion isn't that practical :/
  6. Still doesn't seem to work. I have: In Description.ext, and in init,sqf: But it still has the old name :( Any ideas? (Also, where can I preview the different faces, for OA, and voices, etc?)
  7. HateDread

    [CAMP] Bastard Squad

    No worries, mate - I'm happy to help out a fellow mission maker :)
  8. HateDread

    WarFX : Blastcore

    Hell yeah! You da man! EDIT: Will this be supplemented with an update to WarFX? I.e. the inclusion of the spinning fire bug-fix in a signed addon?
  9. HateDread

    [CAMP] Bastard Squad

    In this mission, if 'nil' was used by the mission-maker, it will cause problems for CBA, as well as others, possibly. From the biki:
  10. Here you go: http://www.megaupload.com/?d=CGQ904FG The music is of my own composition :p (Just a thought - is your 'music volume' in 'options' set to 0? If so, you'll never hear it!). Hope this helps :)
  11. Okay, well, make a shortcut to whatever exe you normally run the game with, and add -Showscript errors to its target line, with a space after the path, i.e, for me; Becomes
  12. Ahh, that may explain a bit - normally it'll throw up an error in this situation that someone such as myself can use to help you a bit better. Do you currently use any game launchers/mod managers, such as AddonSync, etc?
  13. Do you have in your game's target line? I.e. in a shortcut to the game's exe, have the above parameter, which will show to you script errors in-game.
  14. Okay, well, I assume you did enter things about the song in description.ext as I listed above? Otherwise it wouldn't show in the trigger's music section. (You don't need to group it to yourself). An easy way to test would be place a trigger with activation 'alpha' next to your position, with the music selected to play, too, then activate it. What happens in this scenario?
  15. Hey there! An example of the description.ext classification I did: With the song 'BananaPancakes.ogg' in my 'sounds' folder. In this case I had to turn down the volume for my own purposes. So, how are you playing the sound? 'Sounds' are based on the trigger's position - in my case I had a car 'say' the sound, so it was like it was from the vehicle's radio. But classifying it as music may be what you're after, like, from the same mission, directly below the previous entry, in description.ext: With Fear in G Minor.ogg in the 'music' folder of my mission. Hope this helps! (Also, you made a duplicate thread). Regards, - HateDread.
  16. With the code above; You can have a trigger activate when the player has ANY weapon out (apologies if you already realised this from what I said earlier). A repro mission is included: http://www.megaupload.com/?d=PESC8HFU Just drop it into your 'Missions' folder alongside all your editor-based missions, and open it via editor. Removing weapon is done via the communication menu. Regards, - HateDread.
  17. Apologies once again! I was so busy worrying about whether the setdest would take three axes, I forgot some basic structure rules. The xyz of a location is written in an array, like [X,Y,Z]. The fact that I used the parenthesis instead of these square brackets is what confused the engine, and understandably, too! Here is the actual code, that I tested this time - I should've tested before posting, earlier. Enjoy!
  18. Oh crap. I deleted one at the end because I thought I added one too many - turns out I was right the first time! My apologies! Just to show you the sets of brackets:
  19. You could try; I think that'd work - not sure if the 'destination' of a task accepts three axes like that.
  20. '=' sets a variable's value, whereas '==' compares them, so you need VSS_Vintorez == currentWeapon player;, assuming that the rest of the command is correct. What you could also do is check if the player has -any- weapon out, and if so, then pass the condition, i.e. (!("" == currentWeapon player));, I think. Not 100% sure of that as I've never done a 'not-equal to' version of such a command :)
  21. Howdy all, I'm trying to figure out how to calculate the nearest town to the player, so I can spawn things I want them to see there (basically like what the Civilian Module does - spawning only in the nearest town to the player). After this, I'm hoping to use the nearest town's name in a case-switch or similar comparison, or using it within a script, as a variable (like _NearestTown), so I can use the nearest town within a script, in future. Any ideas how to get its name, then use it in a script? Cheers, - HateDread.
  22. Thanks :) But how do I utilise this, exactly? I can't see how to compare it, or use it in a case-switch?
  23. Should be able to with a UNIT dotarget building, maybe, but that's only with a named object. For a building you'd need to find out its class name, then select the nearest one of that type.
  24. For A): When you've set it to detect 'anybody', (or the faction of the unit h1), in the condition field: This only passes true if 'H1' is in the list it is looking for. That's why it must be the same faction as H1, or 'anybody', otherwise it will -never- be in the 'list' of the trigger-space. B): RemoveWeapon the others. C): Have the troops on both sides set to Allowdamage false; so they don't die. Will break immersion if they're taking hits and still alive. You could execute a 'UNITNAME setdamage 1; command on a few of them so it looks like they're in combat/dying occasionally. D): You can most probably do so using the waypoint system - with a helicopter, put it over an invisible helipad object in the 'Empty -> Objects' list in the editor. You'll need to script your own refuel/rearm system, though. There is no default option, last I checked. ------ Hope this helps! - HateDread.
  25. Howdy all, I'm just wondering what the most efficient way of handling tasks across all players is, in a COOP mission. Currently, I have a trigger over the town of Mulladost that activates when any player enters it, setting PostIntroMulladostEntered to 1, while a script is set to waituntill {PostIntroMulladostEntered == 1}; so it does not continue untill the player is in the trigger. The variable is made public via publicvariable within the trigger, so all players instantly complete the task when only one player enters the trigger. Is it better/less performance heavy to NOT use triggers at all? I could set a condition as Waituntill {(player distance MulladostMarker) < 50)}; for example, THEN continue with setting the objective as completed (although, after a public variable was set, again in the same way as mentioned above, so that all players then get a completed objective when only one does it). I'm sorry that is so much to read. So, again, which is the best option for a COOP - triggers, or using it all via the script, which will exist anyway, just either alongside the trigger, or standalone. Cheers, - HateDread.
×