Pappy60
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Custom sound loop
Pappy60 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
glad you got it working :) -
custom sounds, lag and limiting who hears it
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
okay I tried say but this is only for sounds, and I am really using radioclass messages / sounds ( I should have been more specific). So with Say, you only get the sound, no text message....(feel free to correct me) vehicleRadio does work, but it seems that the message (text) is coming from the driver (pilot in my case) like it is an outbound radio call... is there a way to use vehicleRadio and have it "receive" instead of transmit? I want to receive messages from HQ on vehicle radio but using it as is "vehiclename vehicleRadio "Radiomesg"; results in a radio text from "pilot" I tried using an empty vehicle to "send" a message, but this does not work, tried to "send" a message from an ai but this did not To put it into perspective, I have a trigger that is true when the pilot enters the helo, the trigger sends the radio message ....so using the vehicleRadio within this trigger means the vehicle is calling itself...I want the message to come from ATC (air traffic control) or HQ ...so maybe this helo trigger needs to trigger another trigger of an AI named ATC with a radio that actually sends the message to the helo? Just talking out loud.....I will try this and post the results.... -
Custom sound loop
Pappy60 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
ok, hopefully there is a good coder reading this post that can help out on the coding of the script to get it right. I think you are on the right path, but something not quite right with my coding of the script. -
Custom sound loop
Pappy60 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I don't think you can get a loop just by putting code in a trigger activation, I'm no expert but I am thinking the only way to get a loop will be with a script that is called by the trigger. I think you can call it like this in your trigger act execVM "warsounds.sqf"; -
ArmA 2 tip's & trick's for heli pilots.
Pappy60 replied to Landstriker's topic in ARMA 2 & OA - GENERAL
I was working on alternative landings for hot LZ's and tried to get this style down, but if the lz is tight then hitting it consistently is very difficult using this style, at one point I manage to hit my fireteam with the rotor and turned them into hamburger...good thing it was practice and they were ai :) I prefer dropping the throttle/collective (wish we really had collective and throttle separate) when I am 800m out and starting minor flare with no alt gain to bleed speed with approach that will allow a 45 - 90 degree bank turn into the LZ to bleed of the last bit of speed and get some response from the tail rotor so I am at landing speed and then work the throttle into the LZ. Like another posting here, I have one hand on the throttle at all times, adjusting frequently to manage speed vs alt vs pitch. I have the same float complaint too, not a real pilot but I am thinking that going to collective zero or negative should make a helo drop like a rock...but it seems that we cannot reduce collective below 10% positive? I like realism so I never use exterior view (except to see ai get onboard or offload after landing ) or auto hover, but I do use trackir5 and x52 joystick absolutely love both. -
as boring as it sounds, I really enjoy flying transport missions / extractions with the MH-60, it is actually the only role I play in Arma 2
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custom sounds, lag and limiting who hears it
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You rock Big Daddy, that is exactly what I was looking for ! Thanks! -
Custom sound loop
Pappy60 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
how are you triggering the sound? Do you want it playing during the entire game or is it trigger based? You will need a script I think, if it plays the entire game then something like this: while player (alive) then playSound "yoursound"; sleep 360; then call the script from the init.sqf I am not really good at scripting but you could try this, make a script called warsound.sqf with this in it : while {alive player} do { if (({alive _x} count _unit) > 0)) then {playSound "soundname";}; sleep 360; }; then launch the script from your init file...no guarantees, I'm just beginning on scripting and still need a lot of help myself... -
Custom sound loop
Pappy60 replied to mugaben's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
take a look at this post, using "while" set the sleep timer to the length of your sound and it will loop while the condition is true.... http://forums.bistudio.com/showthread.php?t=87627 Works great for me using it to sound cockpit alarms based on damage.... -
There are already a few posts on this if you search "remove map" This one is pretty detailed.... http://forums.bistudio.com/showthread.php?t=82958&highlight=remove+maphttp://forums.bistudio.com/showthread.php?t=82958&highlight=remove+map .
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looping damage check script
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
okay you were correct that did fix it and it is all working, thank you ! I do learn from this...just a matter of time, help from guys like you and a whole lot of patience -
Okay, I am trying to write a script that will check a helo for damage every 2 seconds and if it has damage equal to or greater than 0.8 playSound "calarm" which will play a cockpit alarm I stole this from the armaholic respawn script but don't know how to make it loop.... sleep 2; if ((getDammage _vehicle ==> 0.8) and ({alive _x} count crew _unit > 0)) then playSound "calarm";
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looping damage check script
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
okay I tried that with a couple of what I thought were corrections but it is not working....I changed "count crew _units to count crew _vehicle...could that be the issue? I have cockpit.sqf with this: while (alive _vehicle) do ( if ((getDammage _vehicle ==> 0.1) and ((alive _x) count crew _vehicle > 0)) then playSound "calarm"; sleep 2; ); and the helo init is : veh = [this] execVM "cockpit.sqf" PS I am not getting any errors either...seems like it never becomes true..... -
method of using builtin radio sounds?
Pappy60 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is there a method of using the built in game radio calls/voices in a mission? What I mean is the game has voices and radio calls built in when you play SP, is there a way to use these voices and calls in mission builder or scripts? I have seen some postings about using custom radio calls and voices with custom made sound files, but nothing on using the built in voices / radio calls of the game? If it must be done via custom files is there a preferred sound editor ? I really want them to sound like they are coming over a radio with ambient fire or helo in the background.... Where is that radio "beep" stored? At the very least I want to use that on my sidechats to get the pilots attention. -
method of using builtin radio sounds?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I did find this link for using Audacity sound editor for creating realistic custom radio calls: http://www.brickfilms.com/index.php?action=tutorials&op=view&tutorialname=Radio%20Transmission%20Sound%20Effect%20in%20Audacity But for many of the calls it would be way easier to just use the built in calls..... -
Trigger based on passengers in helicopter.
Pappy60 replied to Abrahamsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
okay, I got passed this by having a separate trigger that has a condition of : count crew Jolly61 == 5 or count crew Jolly62 == 5; tells me if all passengers have boarded on either of the possible helos -
Trigger based on passengers in helicopter.
Pappy60 replied to Abrahamsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I have an extraction that is in a hot LZ, as the ai board the extraction helo I need to count them, when the count reaches 4 units, I need to say a radio message "go go go" so the pilot knows all units are on board and ready to go. I am thinking it will be a while statement in a trigger something like : while vehicle (thisList select 0) units count < 4 razor2 sidechat "wait"; sleep 1; else Razor2 sidechat "go go go"; Hmmm but this is flawed, because if one member of the fireteam gets killed the extraction is a failure . I am just not sure exactly how to syntax it and whether I can put this in a trigger or if it needs to be in a script? -
Is there a way to setdamage at something besides completely disabled? I want to damage a helo but not bring it down, at least at first, I would like to repeat the damage every so many seconds until it is down. Right now I have a 60 second delay trigger with activation of: vehicle (thisList select 0) setdamage 1; So if the helo spends too much time in the hot LZ it will be disabled and kills everyone onboard. It would be nice to just sustain damage a few times before it gets completely destroyed. Any ideas?
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setdamage only 1 or 0 ?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks SHK , worked like a charm :) -
setdamage only 1 or 0 ?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
The whole point of the trigger is to put pressure on the pilot to quickly enter the LZ and extract the unit and get out in a timely fashion. If the pilot can land load and get out of the 250m trigger zone within 60 seconds he will only have very minor ground fire damage, but if he is slow approaching landing and loading , he will start incurring heavy damage every 10 seconds....but if he can excape the trigger zone before being destroyed with all units onboard ..he has succeeded ---------- Post added at 08:23 PM ---------- Previous post was at 08:21 PM ---------- Yes just the helo is supposed to be damaged. ---------- Post added at 09:11 PM ---------- Previous post was at 08:23 PM ---------- okay after a bunch of searching I can't seem to figure out how to deactivate the script upon exiting the trigger zone. In the deact field I tried: But this didn't work.... I am thinking this is easy to turn off a trigger or reset it or just stop the script but so far can't find it.... -
setdamage only 1 or 0 ?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just so I learn, what is the "_vic" just a name for the variable of the unknown vehicle? So if I understand correctly you are setting variable _vic to the vehicle in the trigger list position zero ? I really want to learn so I don't have to ask so many questions :) ---------- Post added at 08:17 PM ---------- Previous post was at 08:16 PM ---------- Good point, I had not thought of that, before when I was simply using the trigger without a script, if I exited the trigger no further damage occured. -
setdamage only 1 or 0 ?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Absolutely perfect ! Thank you!!!! -
setdamage only 1 or 0 ?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
cool, they should update the biki on that...thanks ---------- Post added at 07:46 PM ---------- Previous post was at 06:12 PM ---------- Hmmm, Okay the decimals are working well, but I can't seem to do it multiple times with a sleep function. I am trying this in the activation and the first one works but the sleep ones don't: -
mini map or GPS on helo dashboard?
Pappy60 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I saw a pic a while back with a mini map up in the cockpit when the player was flying a helo, anybody know how to do this? Or possibly put the GPS up when in the helo? Would be very helpful when flying solo missions.... -
mini map or GPS on helo dashboard?
Pappy60 replied to Pappy60's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It was right ctrl and M, thanks guys!