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Everything posted by Egosa-U

  1. Is this a Selfmade-Map-Error or a general error? If its general, maybe you should ask in a different Subforum for an advice.
  2. Egosa-U

    Few Questions

    1.) - 2.) - 3.) Trigger and Addaction-Command maybe? 4.) Skipping 12 hours: skiptime 12; 4.) HALO-Jump: http://forums.bistudio.com/showthread.php?p=1404828
  3. Place the following into the init of the unit: this moveingunner gun1 Whereas gun1 is the name of the machinegun/nest/armored vehicle. If you want them to stay in all the time, lock the gun after the unit is inside.
  4. Egosa-U

    Music In Chopper

    Sorry nettrucker, i desperately need to rip your post apart. True. he just had to set it to sound and it should be fine. False. I playerd around with it often (mostly with OFP, RES and ArmA, now even with ArmA 2). It doesnt matter how you define it, THE PATH to the file is important. Do so, never ment to have everything like the example - mybe that will do. I have Mono and stereo music in sound-folders, with 32bit and 16 bit and never had a problem....don't put up any false statements here. I got another possibility here for not hearing the sounds: You said, you are implementing the Music into a chopper in a mission. Did you fadeout any sound or Music before? If you don't fade in again nothing will be heard - no matter how hard you try.
  5. Egosa-U

    Music In Chopper

    I checked it now and got the problem (BI-Wiki is wrong too!!!!!!!!!):eek::eek: The folder is not allowed to be called "music", it has to be called "sound"! So heres the code which shows the change - should work now (@least did for me)! =================== class CfgMusic { tracks[]={}; class Musictrack1 { name = "Music_1"; sound[] = {"\sound\filename1.ogg", db+0, 1.0}; }; }; ================== Really sorry m8. Greetz.
  6. Egosa-U

    Music In Chopper

    Is the file really a description.ext or is it maybe a description.ext.txt? Display your extensions and be sure to save it as .ext. With which program did you convert the musicfiles? Maybe the conversion isnt good enough for ArmA2 ;-). I'll setup a demo-mission tonight and upload it somewhere... Your code and your mission seems fine. Don't think, the Capital-letter does the job, but give it a try. Greetz. Egosa-U
  7. Egosa-U

    Music In Chopper

    The classname is just a name - put it equal to the filename without extension and your good. Did you setup the trigger correct? Maybe you ran past it? Or it wasnt triggered by you/your side? Always display a text with the trigger (also under advanced), so youre sure to have triggered it :cool: Got to be working now....otherwise ill do an examplemission for you tonight. ;)
  8. Egosa-U

    Music In Chopper

    1.) In your Mission-Folder create a folder named "music". 2.) The Name (Music_1; Music_2)is just the name shown in the editor. 3.) The Classname is just the name given, must be unique and maybe no blanks in the name. 4.) You have to convert MP3-Files to *.OGG-Files 5.) Place these OGG-Files into the created music-folder. 6.) Filename1.ogg / Filename2.ogg have to be the names of the ogg-files you have converted. 7.) In the editor, use a trigger, go to advanced, set Music onto the file(s) you have implemented. Voila. ;)
  9. Check this here: http://forums.bistudio.com/showthread.php?t=79558&highlight=ALICE Also i once found a code to generate more civilians with the Module. It was some sort of calculation of "'doors' in the city" = X No. of People. Maybe I find that one again... Edit: Here: Set Civilian-Count to Zero (0 * %1 = 0) ;-). http://community.bistudio.com/wiki/Ambient_Civilians Or here: http://forums.bistudio.com/showthread.php?t=73497
  10. You could try and edit the mission.sqm-File with the Notepad. At the Top there are all addons listed - maybe your addon is still listed, even when not in use. Or you forgot a unit somewhere on the map.. Either way you can delete it in the Notepad.
  11. Egosa-U

    wit's end

    Do so! I bet at least 50 people are simultaneously gathering information about Modules etc.. If just one person starts presenting stuff, the rest can focus on new stuff or confirm the infos. I would give you feedback on it, too ;-). Greetz.
  12. Egosa-U

    Music In Chopper

    class CfgMusic { tracks[]={}; class Musictrack1 { name = "Music_1"; //The Name seen in the Editor sound[] = {"\music\filename1.ogg", db+0, 1.0}; }; class Musictrack2 { name = "Music_2"; //The Name seen in the Editor sound[] = {"\music\filename2.ogg", db+10, 1.0}; }; }; Change the bold stuff. The filename(s)/Directory need to be like the ones you use ;-). If its too quiet, turn up the DB just like in Class2. do not alter the pitch ;-)
  13. Hi, I just realized, that my Voice-/Anonymous-Lists are empty (white text, can be selected). I searched this forum, but wasnt able to find anything. I know that problem from ArmA 1 already, but cant remember how i fixed it there. :confused: Any suggestions how to fix that?
  14. I got no mods/addons installed. I got the UK-Version. But thanks for the hint. regards, Egosa-U
  15. Egosa-U

    Music In Chopper

    You could trigger it: player in chopper = true or if youre already sitting in the chopper, just use "true" as condition. Your Music-File will be under the other Musicfiles. Use a trigger.
  16. In my menue, none of the texts are shown - all lines are blank. Anyone got that fix for ArmA(1) - maybe it does work in A2, too..
  17. I would like to create a Compass&Map-Navigation-Mission, but I cant figure out, how to delete the Player-Icon from the map and not having the map centered on your Position upon opening. On the other Hand i need to see the markers on the map to see the extraction Point and enemy encampments, so i can't just clear everything off. Can anyone help me? Edit: I think there was the possibility (way back in OFP) to set the difficulty settings, so you couldnt see your Icon on the map..
  18. Must work - maybe lost the group-line and the leader is a group of himself? Maybe theres not enough space (left) in the chopper for everyone else??
  19. Setting in height (bold) for the init-box: You have to do some tests to let someone start on top of a building, etc. this setPos [(getpos this select 0),(getpos this select 1),((getpos this select 2) [b]100[/b])] The Unit thing: Syncronize the Unit with the trigger and youll have more options in the Pulldown-"Activation-by"-menu...
  20. {_x moveincargo chopper} forEach units group this