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irongrip

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Everything posted by irongrip

  1. I've already done a few Google searches, but can't find anything close to an answer on this: I have downloaded some chopper extraction/insertion demos, which are quite excellent, and for my lack of knowledge I had decided to simply copy and paste the work that was already done into my own missions, editing as needed. Here is the scenario: A pilot is activated by a trigger to get into an empty chopper. The problem is that the chopper seems to be non-selectable; that is, I put the mouse over it and the only thing I can grab is the waypoint, but I can't even move it around, unless I click and drag to select the waypoint and the unit itself. But even then I cannot edit the unit to make it into a different chopper (the one in the mission is too small - I want the MH53). I have noticed on occasion that in some of my other missions, the waypoint will seem to become fused to the unit in the same way. My questions are these: Is such fusion necessary for the correct functioning of the extraction, or what is its purpose? Is it a glitch? If not, then how do I fuse and un-fuse the waypoint to a unit? If anyone can help, I'd be most appreciative. Thanks. EDIT: Sorry to waste everyone's time. I don't know why I didn't think to check Mr. Murray's guide. Allocated waypoints! Press shift and double click... sweet!
  2. I had quit playing Arma2 for a little while due to reasons of conscience, but I think I may have a workaround. My problem was all the foul language in the game, but since ACE2 and other updates, most of it is gone, the only thing left (and I would not even consider playing the game around my wife and kids like this) is the injured units and how they often say things like "$h%t that hurt!" or "My f@(&!ng leg!". So here is my question: Would the same principle Charon Productions used to modify the sounds for his zombies be applicable to the basic OPFOR units? If so, is there anyone who might be able to give me the low down on how I can go about doing this, i.e what tools I must use, files I must edit, etc.? Thanks EDIT: That is supposed to say BLUFOR units; any and all units at any rate.
  3. I was thinking about this and I want to clarify: I was not meaning to suggest that I have a wife and kids, but was proposing this as an illustration to help others to relate to my thinking - and maybe get them thinking similarly, especially if they have kids.
  4. Did this ever get resolved? I am having a problem also with the Briefing Manager and placing a pic in the briefing. I get an error that says there is something wrong with the dimensions. So I resized the pic to 128 x 128 pixels (which I have seen successfully done, for example in Insurgent Airfiled), but still the image shows up as a black square. Any suggestions?
  5. I once downloaded a mission (from Scripts section of Armaholic???) in which there were four groups that were caused to spawn in when the player walked over each groups respective trigger, which was placed near a pile of backpacks. There was a group of soldiers, and a couple vehicle groups, I believe. Does this mission ring any bells with anyone? I am trying to find it so that I can use that function, but I have searched Armaholic high and low and I just can't seem to locate it. Where is it? Thanks
  6. Thanks, but: However, my good Catholic friend found the answer: Unpacked sounds.pbo with PBOView Removed the following files from /characters/noises/damage: zozo-hit-11.wss banz-damage-g1-01.wss banz-damage-g1-07-arm.wss george-damage-g2-04-arm.wss jennik-damage-g1-03.wss jennik-damage-g1-10.wss jennik-damage-g1-11-leg.wss jennik-damage-g1-12-leg.wss matej-damage-g1-f**k.wss pipka.wss vasa-damage-g1-06-leg.wss vasa-damage-g1-07-leg.wss vasa-damage-g1-08-leg.wss vasa-damage-g1-11-arm.wss zozo-damage-g1-02.wss zozo-damage-g1-04-arm.wss zozo-damage-g1-06-arm.wss zozo-damage-g1-07-arm.wss zozo-damage-g1-10.wss zozo-damage-g1-11.wss zozo-damage-g1-12-leg.wss zozo-damage-g1-13.wss zozo-damage-g1-14.wss zozo-hit-07.wss Repacked .pbo, problem solved. ArmA 2 is now clean. Thank you BIS for such a customizable game and ACE team for muting the evil soldier speech.:)
  7. I'm good to go now, as far as file manipulation of .ogg, .wss, etc (thanks LoyalGuard). That revive_sfq/sound is a user addon is it not? I'm trying to modify the default game voices. I do thank you for your help. :)
  8. Alright, audacity kicks major tail, but the challenge now is to locate the specific files that contain the profanity. And I say again, I am NOT talking about radio voices, nor when they call out "Wounded!" or "I'm hit!", but the random grunts and groans of injured units, which also contain "$h%t!" and "My f@(&!ng leg!". These files are very elusive. I seem to remember seeing a file called "agony.wss", but it would seem that a single file is not what I'm after. Nevertheless, does anyone know which .pbo that file is in (I can't seem to find it again), or perhaps know where to find the specific files? Or who to ask? Thanks again
  9. Thanks for the tip LoyalGuard. I'll experiment with it.
  10. Sorry about that; my question didn't seem to fit neatly into any of the subforums. I re-installed the game, downloaded PBOview and took a look but I can't seem to find the files linked to the troops speech. I looked first in "characters.pbo, characters2.pbo, language.pbo, languagemissions.pbo, sound.pbo and soundmissions.pbo, then in misc, misc2 and misc3.pbo and NOTHING! All I could find in sounds.pbo are ".wss. files, but I don't know how to manipulate them. Still no one knowledgeable enough to help?
  11. You obviously didn't understand the question Grizzle. The issue was not F4, that is just normal waypoints. The issue for ALLOCATED waypoints (waypoints that are fused to a unit - such as a destroy waypoint on an enemy unit or a get in waypoint on an empty vehicle) was
  12. irongrip

    Monsters, zombies and so on

    He's wrong, yes, but that was uncalled for.
  13. irongrip

    Monsters, zombies and so on

    Thanks DMC. I've actually been using Namalsk a bit already.
  14. irongrip

    Monsters, zombies and so on

    DMC, that was an awesome vibe going for your mission! How do you place trucks on their side (I've been searching for this off and on and can't seem to find it anywhere)? And how do you get those excellent fire and smoke effects? Edit: (I don't mean the fog, btw - I have figured that one out) Can you tell me how in the Editor? Lastly, I'd like to know how to use that creepy music. Sorry for all the questions - and believe me I have searched high and low for the answers already. Thanks to anyone who knows. Edit: figured out the music, fire. Trucks on their sides is all I need and I'm good to go. Anybody?
  15. irongrip

    Monsters, zombies and so on

    A "littlebird" told me this is false.;)
  16. irongrip

    Monsters, zombies and so on

    Charon what did you have for breakfast?
  17. irongrip

    Monsters, zombies and so on

    Your timing is a bit off...
  18. irongrip

    Monsters, zombies and so on

    That's excellent news!
  19. Let's say you have units from two different factions in Independent (for example Mercs and Civilians). You are Blufor and you want to make it so that the Mercs are your enemies, but the Civilians are on your side. How would you accomplish this? Is it possible?
  20. irongrip

    Monsters, zombies and so on

    Just try telling that to Al Gore.:rolleyes:
  21. irongrip

    Monsters, zombies and so on

    Nice touch on the pilot.
  22. irongrip

    Monsters, zombies and so on

    Well really, it's just a dead dude, right? His hands aren't made of iron or anything, so... Unless you have an iron palm master, his hands are pretty tough, but then what are the chances of finding him in Chernarus?! And killed by infected? I doubt it.
  23. irongrip

    Monsters, zombies and so on

    Ditto. That's all I'm asking for (except both slow and infected, of course). :581: :581: :581: :581: :581:
  24. irongrip

    Monsters, zombies and so on

    Well in that case, can you bundle it with Urban Pack, add blood tex to all the vehicles (especially the mountain bike!), fix pathfinding for zombies/infected inside buildings, enable a counter/randomizer for zombie targets, put in a zombie T-rex and refine the script so there will be no lag with 32 players and 1000 zombies?:rolleyes:
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