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PartyHead

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Everything posted by PartyHead

  1. PartyHead

    Voice actor needed

    Put a post in this forum. http://forums.bistudio.com/showthread.php?90625-Voice-actors-forum-group-find-actors-or-become-one!
  2. To fix this error in the dev build you have to edit the common.hpp by changing all the class scrollBar entries to class ListScrollBar. For example change this, class VAS_RscListNBox { style = 16; type=102; shadow = 0; font = "PuristaMedium"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; color[] = {0.95, 0.95, 0.95, 1}; colorText[] = {1, 1, 1, 1.0}; colorDisabled[] = {1, 1, 1, 0.25}; colorScrollbar[] = {0.95, 0.95, 0.95, 1}; colorSelect[] = {0, 0, 0, 1}; colorSelect2[] = {0, 0, 0, 1}; colorSelectBackground[] = {0.95, 0.95, 0.95, 1}; colorSelectBackground2[] = {1, 1, 1, 0.5}; period = 1.2; class scrollBar { color[] = {1, 1, 1, 0.6}; colorActive[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 0.3}; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; }; }; To this, class VAS_RscListNBox { style = 16; type=102; shadow = 0; font = "PuristaMedium"; sizeEx = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)"; color[] = {0.95, 0.95, 0.95, 1}; colorText[] = {1, 1, 1, 1.0}; colorDisabled[] = {1, 1, 1, 0.25}; colorScrollbar[] = {0.95, 0.95, 0.95, 1}; colorSelect[] = {0, 0, 0, 1}; colorSelect2[] = {0, 0, 0, 1}; colorSelectBackground[] = {0.95, 0.95, 0.95, 1}; colorSelectBackground2[] = {1, 1, 1, 0.5}; period = 1.2; class ListScrollBar { color[] = {1, 1, 1, 0.6}; colorActive[] = {1, 1, 1, 1}; colorDisabled[] = {1, 1, 1, 0.3}; thumb = "\A3\ui_f\data\gui\cfg\scrollbar\thumb_ca.paa"; arrowFull = "\A3\ui_f\data\gui\cfg\scrollbar\arrowFull_ca.paa"; arrowEmpty = "\A3\ui_f\data\gui\cfg\scrollbar\arrowEmpty_ca.paa"; border = "\A3\ui_f\data\gui\cfg\scrollbar\border_ca.paa"; }; }; And do the same with all the scrollBar classes. Its not known yet if this is to be a permanent change and brought over to the stable build.
  3. PartyHead

    Speed Of Sound

    Hey Bp I was searching for and answer to a CfgEnvSounds parameters question and I found that you once asked the very same question here but got no replies. randSamp3[] = {"SpeedOfSound_Environment\Samples\MG\MG1", [color="#FF0000"]1, 1, 150, 0.1, 8, 15, 50[/color]}; Did you ever work out what the parameters are all for and which ones adjust what ? Id like to no which one adjusts the volume. Cheers.
  4. PartyHead

    Scripting Discussion (dev branch)

    Yeah definitely does not work for me with _unit selectWeapon "Binocular"; either. selectWeapon is definitely broken at the moment, in the dev build anyway.
  5. PartyHead

    Blastcore: Phoenix 2

    Thanks heaps OpticalSnare been looking forward to this mate.
  6. This is also happening to me. I am also using dev branch version.
  7. PartyHead

    Speed Of Sound

    The shells in the video's Bp are spawned "Sh_120mm_HE" but I've tried "Sh_82mm_AMOS", "Sh_155mm_AMOS" and "R_230mm_fly" rocket shells and I've also tried using artillery units firing the shells rather then spawning them and the effect seems to be the same. I was thinking the same as Bad Benson. Cheers.
  8. PartyHead

    Speed Of Sound

    Hey Bp how come mortar and artillery rounds sound like a wet fart when they explode now instead of the beefy sounds they had when you first released Speed of Sound ? I'm not enjoying the wet fart sound, was better before. Here's 2 recordings, the first one I recorded when you first released Speed of Sound and the 2nd one is of your current version. You can hear the dramatic change in the artillery sounds. Beefy artillery sounds: http://www.youtube.com/watch?v=dV4VOoSmkZI&feature=youtu.be Wet fart artillery sounds: http://www.youtube.com/watch?v=HwfM1o6hZZ4&feature=youtu.be I know its your sound mod and you want it how you want it but me personally I think the original artillery sound sounds better. Cheers.
  9. PartyHead

    J.S.R.S. 2.2 Soundmod

    Great sound mod LJ thanks very much. Was getting some rubber banding when I first tried it but when I removed the extra jsrs15 bisigns files that Lemondemon reported over at armaholic it fixed it. Not worried about MP, should I still download again or not ? Cheers.
  10. PartyHead

    Scripting Discussion (dev branch)

    Can anyone tell me whats changed, selectWeapon doesn't seem to be working anymore for Binoculars in the script example below. _unit = _this select 0; _hasBinocular = false; sleep 1; { if (_x == "Binocular") then { _hasBinocular = true; }; sleep 0.01; } forEach weapons _unit; if (!_hasBinocular) then {_unit addWeapon "Binocular"}; _unit selectWeapon "Binocular"; if (true) exitWith {};
  11. PartyHead

    Scripting Discussion (dev branch)

    Unless I'm doing something wrong, it looks like this doesn't work when it should. I placed a unit in the editor and added this to his init field: this addWeapon "laserDesignator"; Then I did a preview and checked my weapons array using this: _weapons = weapons player; hintSilent format ["%1",_weapons]; and the return hint listed that I had a laser designator. But then when I tried using this: _weapons = weapons player; if ("laserDesignator" in _weapons) then { hintSilent "You have a laser designator."; }; it doesn't seem to be recognizing that I have a laser designator. Could anyone tell me if I'm doing something wrong. Thanks.
  12. Hey thanks Kerc Kasha that's exactly what I needed. Needed for a switch in a script I'm doing. Tested it with this code: while {true} do { if (cameraOn == player && cameraView == "Gunner") then { hintSilent "Laser designator view is on."; } else { hintSilent "Laser designator view is off."; }; sleep 1; }; Thanks again.
  13. As the title says. Does anyone know how do you detect, or rather is there a way to detect what laser designator/Binocular view your in ? There is the view looking over the top of the laser designator/Binocular, and the view looking through the laser designator/Binocular.
  14. PartyHead

    Speed Of Sound

    Hey Bp that's great news about the mortar thing and littlebird rocket issue being fixed. I had stopped using your mod because of the mortars not working right, and because the mission project I've been working on for a while now use mortars and they were not hitting there targets correctly. But looks like I can start using it again with the next release. Thanks, this is great news, as I was really missing using speed of sound. Cant wait for the next release. Cheers.
  15. PartyHead

    Arma 3 running on the large Pixel Collider

    Yeah arma 3 is a great looking game and that is a pretty good recording of it. Only wish I had a rig that could run it on max settings and still look as good as that. One day soon I hope.
  16. PartyHead

    Sidearms in holsters - are we getting it?

    I agree also and have been meaning to ask this very question myself. Its just stupid having an empty holster all the time. It looks ridiculous and pointless.
  17. PartyHead

    Speed Of Sound

    Bigpickle is the issue with mortar rounds not hitting there targets going to be fixed ?
  18. https://dev-heaven.net/projects/cca/wiki/Extended_Eventhandlers
  19. PartyHead

    Speed Of Sound

    @AlexVestin Its definitely Speed of Sound causing the mortar problem. I wish I had of seen these posts before I gave the Devs a mouth full about the same problem and got myself a warning. And on further investigating I found the problem to be caused by this sound mod. I made an AI operated mortars script awhile ago and when I tried it today the mortar rounds do not make it to there targets which I blamed the devs for. Then I removed all the mods I was using and added them back one at a time and Speed of Sound was the one causing the problem.
  20. I was wrong and I apologies to the Devs. The "SpeedofSound" sound mod was/is causing all the trouble with mortar rounds falling short of there target. My apologies again.
  21. Post removed. I was wrong and I apologies to the Devs. The "SpeedofSound" sound mod was/is causing all the trouble with mortar rounds falling short of there target. My apologies again.
  22. PartyHead

    Speed Of Sound

    Hey Bigpickle don't make the mistake of trying to please everyone and over tweak your mod to much and eventually ruining it. I thought it was great right from the start and I personally like version 1 the best. Also have you reduced the sounds for the Sh_120mm_HE explosions ? they seem a lot quieter then they were at the start, I could be wrong though.
  23. PartyHead

    Arma 3 beta content ?

    Is there any chance of the field hospital returning in Arma 3 at some stage :confused:
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