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lightspeed_aust

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Everything posted by lightspeed_aust

  1. I know I know - I'm going to cop it here. I just can't get my head aroudn what should be bloody easy - maybe been sitting at this pc too long and yes I have searched. I have a trigger which is activated by Blufor being present. At this point I want to turn another trigger to true or completed. Hypothetically, guy walks into zone and something happens - then 20 seconds later another trigger times out and activates. I thought it would be something along the lines of trigger2 = true; and would stick in the on Activation of trigger1 but it aint working and Im tearing my hair out. aopologies for newbie question. ---------- Post added at 10:22 PM ---------- Previous post was at 10:13 PM ---------- setcondition maybe?
  2. lightspeed_aust

    trigger another trigger

    omg!! thank you - i knew it was a simple one but so much power
  3. lightspeed_aust

    sideChat...but not?

    wow not working here and took all mods off - oh well no idea - have to try for sumthin else i guess.
  4. lightspeed_aust

    sideChat...but not?

    the example duz not work in mp - i will test in sp. duz it work for you?
  5. lightspeed_aust

    sideChat...but not?

    quick question - this wil work in coop?
  6. lightspeed_aust

    Medevac Module

    only question - would you pop red smoke? im no military expert but i thought red meant too hot to land?
  7. lightspeed_aust

    sideChat...but not?

    ok this is what i have done - my chat.sqf sits in main folder contains - logic globalRadio "RadioMsg1"; sleep 2; logic globalRadio "RadioMsg2"; my description.ext - Respawn = "BASE"; RespawnDelay = 6; RespawnDialog = 0; #include "R3F_revive\dlg_attente_reanimation.h" class CfgMusic { // List of sounds (.ogg files without the .ogg extension) tracks[] = {}; // Definition for each sound class radio { name = "radio"; // Name for mission editor sound[] = {"\sounds\radio.ogg", db + 0, 1.0}; }; }; class CfgRadio { sounds[] = {}; class RadioMsg1 { name = ""; sound[] = {}; title = "John Doe: Hey!"; }; class RadioMsg2 { name = ""; sound[] = {}; title = "Bob: How's it going?"; }; }; plus placed gamelogic on map called - logic plus put trigger when blufor present - null=execVM "chat.sqf"; but nothing happens - as i said Arma2guru works with his set up but its not ideal.
  8. lightspeed_aust

    sideChat...but not?

    ah gj guys - i been looking for something like this too - dont need all the conversation just this type of text is gold. ok just tested your method Animal Mother not working. i have chat.sqf - check. i have game logic called logic. - check. i have trigger (simple one - if blufor present then activate) - with onactivation saying - nul=execVM "chat.sqf"; but nothing happens. arma2guru's method works but i prefer look of yours. should anything be written in the gamelogic? thanx in advance
  9. kwik question - can you only run this if using ACE mod or will it work with stock? and which is the updated script - orig post?
  10. dont worry about galzohar he criticizes everything but offers nothing. i wanted to know whether this works with a High Commander / Subordinate setup. i want a Squad Leader and 3 units as Alpha, followed by Bravo and Charlie with 4man teams set as subordinate teams. anyone know if this works b4 i start testing it? thanx in advance. Lighty
  11. lightspeed_aust

    Snow?

    does "weather_winter.sqf" script work in MP? and does everyone need it to see the snow?
  12. lightspeed_aust

    Just want to say: Thank You BIS!

    yes mate
  13. lightspeed_aust

    Just want to say: Thank You BIS!

    I am a diehard GR player and for many years could not look at any other game because none seem to come close to the mark for me in intensity and tactically speaking. I tried the MOHs and the CODs and all the rest but none of them matched OGR for COOP. I even tried Arma and really wanted that to work out bcoz it was close to what I was looking for but I just couldn't get past the AI who saw through cover and the towns which all looked the same. Yes it was close, but not quite there. Then Arma2 rolled in......thank you. I decided to save the opinions until I had really played it to make sure it was as good as I felt it was going to be. And it is....to the Devs who developed that new method of tree cover - brilliant. The villages which all have their own character and feel...gorgeous. The dramatically improved LODs and LODing system - almost unnoticeable now. The weapons view and feel is superb too now and the feel of the character as he moves through the environment is excellent. No game will ever be 100% perfect and there will always be things that ppl want in a game that wont be there. Many ppl will moan about the things that arent there but offer no praise for the things that are. But to the BIS Devs, thank you for putting in the effort to continue to push this game forward and improve, not cut back on content, as you progress. I can honestly say for the first time since 2001 that I can move on from GR. Really looking forward to what you will bring us in Op Arrowhead - can't wait. Cheers Lightspeed ps to the Modders who also continue to push the boundaries and deliver fresh content to the community - thank you too. I am certain Arma 2 would not be the game it is today without your community input and innovation.
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