Jump to content

dummy_01

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Posts posted by dummy_01


  1. Hi there TractorKing,

    I am currently looking for the sound files my self. I want to use some of the ArmA 2speech-files in a mission I am working on.

    I have dePBO'ed the files "sounds", "music" and "soundsmissions" found in the AddOns folder of ArmA 2, but did not find what I was looking for. Then I dePBO'ed the "campaign" and "missions" files, wondering if maybe the sounds where not all in one place, but perhaps loacted in the missions where they are used.

    Well, still no success, but I on the way I did find the "Alpha" sound that you want. :)

    There are two Alpha commands:

    hc_065 (ordinary voice)

    hc_065n (loud voice)

    This is the folder structure:

    missions/data/sounds/HC

    To get the sounds you must dePBO the "mission.pbo" you find in AddOns folder. The sounds are in .wss-format, so you probably need a converter to listen to the sounds. All the sounds in "HC" are single word commands.

    I'm not done searching for the sounds, but as of right now I fear they are scattered in folders all over - NOT collected all in the same place... :(


  2. For my outro I want to the camera to show the player getting away. At the end of my mission the player enters a vehicle and drives away. I use a trigger to activate the ending and outro. The outro starts when the player has driven about a hundred meters from where he entered the vehicle.

    To accomplish what I want in my camera script I make the camera target the player and I give the camera's position relative to the player.

    Like so:

    _camera camSetTarget player;
    _camera camSetRelPos [0,10,5];
    _camera camCommitPrepared 0
    @camCommitted _camera
    ~2

    However, when the outro starts the camera is at the point where the player entered the vehicle - not where the player is. :(

    It is like the player got left behind (invisible) at the point where he entered the car.

    I can not solve this problem by exchanging "player" with the name of the car in the script, because the player has the choice between several vehicles for his escape.

    Any good ideas on how to accomplish what I want for this outro?


  3. I want to make a mission where you have to cut the electricity.

    However, using sachtel charges only cuts the wires. I want the whole tower to come down!

    Please, BIS, can you make it possible for us to destroy the metal towers with sacthel charges, not only cut the wires?

    It is such an anti-climax to only have the wires gone after a huge explosion, that SHOULD have brought the entire tower down.

    Please?


  4. YES! That worked!

    The ArmA 2 community is so great. I knew nothing about editing a few months ago. But now I actually enjoy playing around in the editor more than playing the game.

    If the mission I'm working on is ever released it sure will have a long list of names in the aknowledgement section. Big Dawg KS beeing on top of that list. This isn't the first time you have solved editing problems for me. Thank you so much!

    ..off to editing now. :)


  5. Yellow text, what do I mean? This:

    hsp72t.jpg

    This OPFOR soldier was spawned in ArmA 2 editor using:

    _grp = createGroup east;
    _unit = "RUS_Soldier1" createUnit [position GL, _grp];
    exit

    where GL is the name of a game logic.

    I am standing in front of the OPFOR and he does not attack. Not even if I shoot his leg.

    But if it works in ArmA 2 for you, kylania, then that is helpful anyway. Then I know my problem is not the code, but to be found elsewhere. I'll be tinkering some more with this. Spawning a single soldier can't be THAT hard! I'll post my results in this thread should I succeed. Then maybe som other newbie can avoid doing the same mistake.

    Also, I didn't know the syntax had changed. So thanks, BigDawg, I will experiment some with the new syntax as well. I have seen something looking like what F2k Sel wrote in other forum posts, when looking for some code to steal.

    I've read Mr. murrays guide, and learned a lot from this forum post /tutorial: http://www.armaholic.com/forums.php?m=posts&q=7329

    ...but it appears syntax has changed since then.


  6. I have a script that spawns a single OPFOR soldier with location determined by a gamelogic.

    spawn.sqs:

    _unit1 = "RUS_Soldier1" createUnit [position GL, group GL];
    
    exit

    GL is the name of a gamelogic (gamelogic-object-gamelogic) I placed on the map where I want the soldier to appear.

    I use a trigger to call the script. Condition: BLUFOR present. And on activation: [] exec spawn.sqs

    Now everything works fine. The BLUFOR soldier runs in to the trigger area and the OPFOR soldier is spawned. But he only stands there. He dosen't attack. Not even if you shoot him.

    I notice that the text that identifies the spawned soldier is yellow. An OPFOR usually has red text, and BLUFOR has green. What does yellow mean?

    As an experiment I placed an OPFOR soldier named GL on the map instead of the gamelogic. Then the spawned soldier was hostile to BLUFOR and the text was red. I then placed a BLUFOR soldier named GL on the map instead of the gamelogic. Then the spawned soldier was hostile to OPFOR and the text was green. This leads me to belive that spawned soldiers inherit side from the group the belong to.

    So, what side is gamelogic? Can you decide what side you want it to be?

    I tried to put this in the gamelogics init field:

    East = side this

    and

    East = side GL

    but both returned the message

    missing  ;

    :(

    I also tried

    GL setFriend [WEST,0]

    Still with no success.

    I don't think that this is a HQ center thing. There is already both OPFOR and BLUFOR soldiers on the map before spawn time.

    I would appreciate any help on this.


  7. I have a problem with the AI soldiers. They seem very fond of the full auto setting on their rifle. I think this must be a bug. It makes sense to use full auto at short range. But my AI soldiers seem to be using full auto at all ranges. :(

    On full auto they very fast run out of ammo.

    I can't find any command to tell them to use single shot only. Does it even exist?

    Is it possible to limit their behaviour through scripting, maybe? I mostly play SP in the editor, so I would be OK with that.

    Any thoughts on this would be appreciated.


  8. I want to bring the soldiers back to life when an enemy is detected.

    For this I use a trigger with OPFOR detected by BLUEFOR as condition and as activation:

    soldier_1 enableAI "ANIM" ;

    This makes soldier_1 react to his surroundings again. Now, how to do this for the entire group?

    soldier_1 and soldier_2 and ... soldier_n enableAI "ANIM"; I suppose, but I think it is possible to address the entire group. Anyone know how?

    Yes, noob. Learning everyday. :)


  9. I am using the ArmA 2 editor and I want a soldier to start out standing carrying his gun on his shoulder.

    To achieve this I put in his init field: this setBehaviour "safe";

    ...but it doesn't work. I also tried "careless".

    I also tried using the Arma 1 animation where the soldier slings the gun on shoulder. That works, but only for 1 second. After playing the animation the soldier is back in his original stance with gun in hands. :(

    Anyone knows how to make a soldier stand at ease or attention with gun on his shoulder?

    Does setBehaviour not work in ArmA 2?


  10. Hi!

    I'm trying to make a trigger go off when the player pick up a pipebomb.

    However, I cant make it work. :mad:

    In the trigger I have as condition: player hasWeapon "PipeBomb";

    and on activation: task1 setTaskState "SUCCEEDED";

    Why does this not work in ArmA 2 editor?

    If I change "PipeBomb" to "M16A2" and pick up a M16 rifle it works fine.

    Anyone knows why?

    It has occured to me that maybe the pipebomb isn't a weapon. I have tried hasAmmo and hasMagazine as well, but this doesn't work either...

    Help would be much appreciated.

    (And, yes, I have searched this topic before posting. I did find a post on this topic from 2007. Apparently hasWeapon "PipeBomb" worked in ArmA 1, but I can't get it to in Arma 2...).

×