Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Devil Dogs SF

Member
  • Content Count

    1159
  • Joined

  • Last visited

  • Medals

Everything posted by Devil Dogs SF

  1. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    I wouldn't think so, at least not for A Warm Welcome, but you will hav e to restart Not Over Yet. Armaholic mirror updated
  2. Devil Dogs SF

    fox's small projects

    Great stuff, love the m60.
  3. Devil Dogs SF

    Devil Dogs SF Single Player Missions

    Update (Also on first post): A Warm Welcome v1.3 Changelog [v1.3] Not Over Yet v1.3 Changelog [v1.3] Next versions should have TaskHint's, but for me implementing is a real pain in the ass, but either way I thought I'd release these since it gets rid of the all caps sidechat text. Also have two missions I'm working on, one being a stealth mission where the player needs to get back to the US controlled area going through the woods in the dark night, dodging patrols and attempting to stay off the roads. The other is a joint US/Russian (Will probably never happen in real life, but it works in game xD) operation to take out a Takistani controlled area to allow Task Force Knight to push north.
  4. Devil Dogs SF

    [CAMP] Joint Operations [BAF]

    Will you be adding the new weapons from the UKF pack, Kruger?
  5. I just ordered OPF and am wondering what the differences are between Arma 2 editing and OPF editing. ie, does the briefing get made with briefing.sqf file same way, same question goes for description.ext, briefing.html, overview.html, init.sqf and the stringtable.csv. Will I have to learn all over for OPF or is it morealess the same deal?
  6. Devil Dogs SF

    Differences between OPF and Arma 2 editing?

    Alright, so pretty much the big thing is sqs instead of things being sqf? Shouldn't be too hard, thanks.
  7. Devil Dogs SF

    Do you still go back to OFP and Arma 1?

    Just ordered OPF: GOTY so I guess I'll be playing Arma 2 and OPF now xD
  8. Crap...I got it to work. For some reason redoing the init.sqf made a change....Why I don't know. I think I didn't have 'sleep 1;' input correctly before.... Sorry. class CfgIdentities { class buinov { name="Major Alexandr Buinov"; face="Face63"; glasses=""; speaker="Male01RU"; pitch=1.0; }; class sergei { name="Cpt Danil Sergei"; face="Face64"; glasses=""; speaker="Male04RU"; pitch=1.05; }; class petrov { name="Lt Kiril Petrov"; face="Face72"; glasses=""; speaker="Male05RU"; pitch=0.88; }; class ivanov { name="Lt Petr Ivanov"; face="Face76"; glasses=""; speaker="Male05RU"; pitch=1.05; }; class fedoseev { name="Sgt Stanislav Fedoseev"; face="Face96"; glasses=""; speaker="Male04RU"; pitch=0.9; }; }; [color="Red"]class RscTitleText { type=0; idc=-1; style=2; colorBackground[]={0,0,0,0}; colorText[]={1,1,1,1}; font="bitstream"; size=1; }; class RscTitles { titles[]={}; class title1 { idd=-1; movingEnable=0; duration=12; name="title1"; controls[]={"text1"}; class text1 : RscTitleText { text=" 10th ObrSpN"; style=256; sizeEx=0.035; x=0.75; y=0.55; w=0.5; h=0.5; }; }; class title2 { idd=-1; movingEnable=0; duration=9; name="title2"; controls[]={"text1"}; class text1 : RscTitleText { text=" Chernarus"; style=256; sizeEx=0.035; x=0.91; y=0.585; w=0.5; h=0.5; }; }; };[/color] And this in my init.sqf execVM "briefing.sqf"; [color="Red"][color="Black"]sleep 1;[/color] titleRsc ["title1", "PLAIN"]; sleep 3; cutRsc ["title2", "PLAIN"];[/color] Crap...I got it to work. For some reason redoing the init.sqf made a change....Why I don't know. I think I didn't have 'sleep 1;' input correctly before....
  9. Devil Dogs SF

    OFP Addon request thread

    This is more of a request of something already made, but could someone point me in the direction of the best Middle Eastern (Iraq or Afghanistan) map and any good large WW2 packs (Infantry, armour, air, arty etc etc...)?
  10. Devil Dogs SF

    Persian Hammer

    Unless he meant the UH-1Y which the USMC uses.
  11. Devil Dogs SF

    FFUR-SLX 2007 2.0

    So does this replace the 1985 soldiers with modern units, or does it add the modern units to editor lists and upgrade 85' models/textures?
  12. Devil Dogs SF

    Addon sites

    Awesome, thanks.
  13. Devil Dogs SF

    Addon sites

    I am considering buying OPF coming from Arma 2 and am wondering if there is a site like Armaholic for OPF? I know there are tons of addons available but I can't find a site such as Armaholic for OPF. If someone could help me out I'd appreciate it.
  14. Devil Dogs SF

    [CAMP] Reign's End (WIP)

    P85 also has Chernarus soldiers of Cold War era under independent.
  15. Devil Dogs SF

    Alpha (Special Forces)

    God I love those models, excellent job.
  16. Devil Dogs SF

    [OA][SP] Operation Iron Fury

    I agree, it may be easy, but it's not so often a good aircraft mission comes along mainly because it's a bit more complicated than a regular infantry mission (Especially with planes instead of choppers), so good job.
  17. Devil Dogs SF

    CfgRadio help

    Great, it works now, thanks.
  18. I'm finally going to attempt learning this CfgRadio since I am starting to find the all caps sidechat annoying. Problem is I can't find any solid info on sound, I'm sure everything else is good, but I don't have a voice for the dialogue and don't know what to put: Also, in game I'd put this in a trigger right?
  19. Devil Dogs SF

    CfgRadio help

    I looked at that but still don't get the sound, I don't have sound for the text yet and don't know how to go about making a dummy sound file.
  20. Devil Dogs SF

    [SP/COOP2] Operation Cold Bore

    ^ Install the patch
  21. Devil Dogs SF

    CfgRadio help

    How would I go about making a blank file? Also is this now correct?
  22. Devil Dogs SF

    Afghan War Diary - wikileaks

    I have a mission I made not long ago for my own use, not based upon the leaked files but it takes place in Afghanistan. Only problem is it requires CAA1, Arma 1 Afghan village map, Desert USMC and Tier One operators which adds up to large downloads if the player doesn't already have them. Other than that the mission is solid and I didn't experience many bugs during playtesting. I can polish it up a bit and release it as my cousin (Whos in the Marines) said he has done several missions destroying Taliban caches (Although of course never hunting down a Warlord or taking down AA) so I guess it could serve the realistic approach these missions take, you can playtest it and see if there is anything to do to make it more realistic since this was your idea. The mission was a marine fireteam hunting down a Taliban warlord under Bin Laden and then destroying their caches. Optional task is taking down Taliban AA for an AH-1 Super Cobra to come in and give you air support. Tier One undercover Delta Force operators have a cache for you if you run out of ammo.
  23. I have a real quick question about the Description.ext. I understand it all except class (in the example it says John_Doe), does that have to be anything I wish, or does it have to be what I named the unit in the editor (my unit was sas1, but I want his name to be Cpt Wright)? class CfgIdentities { [b][u]class John_Doe[/u][/b] { name="John Bartholemew Doe"; face="Face20"; glasses="None"; speaker="Dan"; pitch=1.1; }; }; The example I got was from bistudio wiki but I couldn't find any info on what I'm looking for.
  24. Devil Dogs SF

    Quick Description.ext question

    It'll display City Refinery in the upper left corner of the loading screen, with the date in the lower right.
  25. Devil Dogs SF

    Quick Description.ext question

    You need a briefing.html (Which is really your debriefing) for a mission to work correctly. Here's an example:
×