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pele93

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Posts posted by pele93


  1. first i had alpha bla bla... unistalled, installed again and now i have an error with bad serial given at start up....and please trust me when i say it's not pirated version or something..game's working fine if i remove toh_preview

    ---------- Post added at 04:16 PM ---------- Previous post was at 04:09 PM ----------

    failed to load file:c/bla bla air_pmc.pbo" decryption of headers failed.

    I have this exact same issue with a store bought issue of reinforcements, any fixes?


  2. Aside from the old one, all logins can be found on the site. Read.

    I've read, re-read and re-read again and again and I can't for the life of me figure it out past the old one and the 4 easy ones, I've read the whole thread and am sure it has something to do with the spelling errors.... Any new hints would be appreciated and yes I've read all 37 pages of this thread:)


  3. _objectB setPosatl [ getPosatl _objectA select 0, getPosatl _objectA select 1, (getPosatl _objectA select 2) + height]

    Eg _objectB would be object in the previous script posMe.sqf and _objectA would be the object you want to put it on top of say a table named table

    _objectB  setPosatl [ getPosatl table select 0, getPosatl table select 1, (getPosatl table select 2) + 0.8]

    The height is the height in meters.. Just estimates and trial and error to get the right one for what ever you want to put it on top of...


  4. Well I took the hard workaround by de-PBOing the dubbing-file, extracted the .ogg files I wanted to use, defined them in description.ext, put an AI on the map and called him HQ, and then manually played off the sounds with sleep between the sideRadio commands. I do get some problems if "my guy" (the one talking on the radio, requesting CAS) gets killed though.

    If anyone can help me with the smart and elegant way, that would be awesome (i.e. how to use the example in the http://community.bistudio.com/wiki/kbTell article).

    I'm fiddling with bikb files and they are confusing the heck out of me, I like them as I have got it to read out the map co-ordinates of the player's position, I got on working okay using this:

    (Using LDL's Addon btw, this script just calls a ac-130 to the players location & I'm not sure if I need all the stuff in the script but it looked like I needed it all after looking through BIS' huge scripts.....)

    in AC130AI.sqf (called via comm's menu)

    hint "script started";
    BIS_SSM_HQWEST = (createGroup west) createUnit ["Logic", [10,10,1000], [], 0, "NONE"];
    BIS_SSM_HQWEST setGroupId ["Headquaters", "SIX"];
    BIS_SSM_HQWEST setIdentity "SSMHQ_EN";
    player setGroupID ["Reaper", "One"];
    _hq = BIS_SSM_HQWEST;
    _rt = "Airstrike";
    BIS_SSM_fnc_GetRelevantPlayersArray = 
    	{
    		// in _ra we collect all those players, where their BIS_SSM_VIEWDISTANCE circle intersects the BIS_SSM_SPAWNDISTANCE circle
    		// create the array to deal with, by excludeing out of range players
    		//_this = center of circle
    		private "_ra";
    		_ra = [];
    		{ 
    			if ( not (_this distance _x > BIS_SSM_VIEWDISTANCE+BIS_SSM_SPAWNDISTANCE) 
    					and not ((_this distance _x) < BIS_SSM_SPAWNDISTANCE - BIS_SSM_VIEWDISTANCE) ) 
    			then {_ra = _ra + [_x];}; 
    		} foreach playableUnits;
    		_ra
    	};
    BIS_SSM_fnc_NtoS =
    {
    private "_r";
    _r = "";
    switch (_this) do 
    {	
    	case 48: {_r = "zero"};
    	case 49: {_r = "one"};
    	case 50: {_r = "two"};
    	case 51: {_r = "three"};
    	case 52: {_r = "four"};
    	case 53: {_r = "five"};
    	case 54: {_r = "six"};
    	case 55: {_r = "seven"};
    	case 56: {_r = "eight"};
    	case 57: {_r = "nine"};	
    	case 65: {_r = "alpha"}; 
    	case 66: {_r = "bravo"}; 
    	case 67: {_r = "charlie"}; 
    	case 68: {_r = "delta"}; 
    	case 69: {_r = "echo"}; 
    	case 70: {_r = "fotxtrot"}; 
    	case 71: {_r = "golf"}; 
    	case 72: {_r = "hotel"}; 
    	case 73: {_r = "india"}; 
    	case 74: {_r = "juliet"}; 
    	case 75: {_r = "kilo"}; 
    	case 76: {_r = "lima"}; 
    	case 77: {_r = "mike"}; 
    	case 78: {_r = "november"}; 
    	case 79: {_r = "oscar"}; 
    	case 80: {_r = "papa"}; 
    	case 81: {_r = "quebec"}; 
    	case 82: {_r = "romeo"}; 
    	case 83: {_r = "sierra"}; 
    	case 84: {_r = "tango"}; 
    	case 85: {_r = "uniform"}; 
    	case 86: {_r = "victor"}; 
    	case 87: {_r = "whiskey"}; 
    	case 88: {_r = "xray"}; 
    	case 89: {_r = "yankee"}; 
    	case 90: {_r = "zulu"};
    
    	case 97: {_r = "alpha"}; 
    	case 98: {_r = "bravo"}; 
    	case 99: {_r = "charlie"}; 
    	case 100: {_r = "delta"}; 
    	case 101: {_r = "echo"}; 
    	case 102: {_r = "fotxtrot"}; 
    	case 103: {_r = "golf"}; 
    	case 104: {_r = "hotel"}; 
    	case 105: {_r = "india"}; 
    	case 106: {_r = "juliet"}; 
    	case 107: {_r = "kilo"}; 
    	case 108: {_r = "lima"}; 
    	case 109: {_r = "mike"}; 
    	case 110: {_r = "november"}; 
    	case 111: {_r = "oscar"}; 
    	case 112: {_r = "papa"}; 
    	case 113: {_r = "quebec"}; 
    	case 114: {_r = "romeo"}; 
    	case 115: {_r = "sierra"}; 
    	case 116: {_r = "tango"}; 
    	case 117: {_r = "uniform"}; 
    	case 118: {_r = "victor"}; 
    	case 119: {_r = "whiskey"}; 
    	case 120: {_r = "xray"}; 
    	case 121: {_r = "yankee"}; 
    	case 122: {_r = "zulu"};		
    };
    _r
    };
    	BIS_SSM_fnc_POStoSpeechArray = 
    	{
    		private "_ra";
    		_ra = [];
    		{
    			_ra=_ra+[_x call BIS_SSM_fnc_NtoS];
    
    		} foreach toarray mapgridPosition _this;
    		_ra
    	};
    
    
    
    
    player kbAddtopic["Airstrike", "SSMradio.bikb"];
    BIS_SSM_HQWEST kbAddtopic["Airstrike", "SSMradio.bikb"];
    
    player kbTell [_hq,_rt,_rt+"Request", ["Team",{},"Reaper",["Reaper"]],["Location",{}, mapgridposition player,player call BIS_SSM_fnc_POStoSpeechArray],true];
    
    waitUntil {player kbWasSaid [_hq,_rt,_rt+"Request", 3]};
    
    _mapclicks = player getVariable "LDL_Mapclicks";
    
    if (isNil "_mapclicks") then
    {
    player setVariable ["LDL_Mapclicks", 0, true];
    _mapclicks = 0;
    };
    
    
    if(!LDL_ac130_active && _mapclicks < LDL_options select 22) then
    {
    
    _pos = [ getPos player select 0, getPos player select 1, -5];
    player setVariable ["LDL_Mapclicks", ((player getVariable "LDL_Mapclicks") + 1), true];
    hint format ["%1 AC-130 left.", (LDL_options select 22) - (player getVariable "LDL_Mapclicks")];
    BIS_SSM_HQWEST kbtell [player,"airstrike","airstrikeAccepted"];
    
    		sleep 1;
    		[_pos,LDL_options select 0,LDL_options select 1,LDL_options select 17, LDL_options select 20]call LDL_ac130_AI_setup;
    
    
    
    }
    else
    {
    BIS_SSM_HQWEST kbtell [player,"airstrike","airstrikeDenied"];
    };

    Init.sqf (nothing to do with it jst shows how to add to communication menu)

    If (isNil "BIS_MENU_GroupCommunication") then {
    BIS_MENU_GroupCommunication = [
    	[localize "STR_SOM_COMMUNICATIONS", false]
    ];
    };
    
    waituntil {!isnil "BIS_MENU_GroupCommunication"};
    
    CUSTOM_menu = [
    ["Menu",false],
    ["Call in AC-130 (Remote Control)",[2],"",-5,[["expression","nul = execvm 'ac130.sqf'"]],"1","1"],
    ["Call in AC-130 (Support)",[3],"",-5,[["expression","nul = execvm 'ac130AI.sqf'"]],"1","1"],
    ["Call in Apache Gunship",[3],"",-5,[["expression","nul = execvm 'apache.sqf'"]],"1","1"],
    ["Call in Helo Extraction/Reinsertion",[4],"",-5,[["expression","nul = execvm 'helo\check.sqf'"]],"1","1"]
    ];
    
    _count = count BIS_MENU_GroupCommunication;
    BIS_MENU_GroupCommunication set [_count, ["Support",[0],"#USER:CUSTOM_menu",-5,[["expression",""]],"1","1"]];
    

    ssmradio.bikb (taken from depbo'd file if you know the target you could probably use the one in game)

    class Sentences
    {
    
    class ArtilleryRequest // line 570 
    {
    	text = $STR_EP1_ARTILLERYREQUEST_1;
    	speech[]={%Team,RequestingFireSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Team {type = "simple";};
    		class Location {type = "simple";};
    	};
    };
    class ArtilleryRequest0 // line 570 
    {
    	text = $STR_EP1_ARTILLERYREQUEST_0;
    	speech[]={RequestingFireSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Location {type = "simple";};
    	};
    };
    class ArtilleryAccepted // line 571 
    {
    	text = $STR_EP1_ARTILLERYACCEPTED_1;
    	speech[]={FiringAtTargetLocation};
    	class Arguments
    	{
    	};
    };
    class ArtilleryDenied // line 572 
    {
    	text = $STR_EP1_ARTILLERYDENIED_1;
    	speech[]={ArtilleryNotAvailableRightNow};
    	class Arguments
    	{
    	};
    };
    class MortarRequest // line 573 
    {
    	text = $STR_EP1_ARTILLERYREQUEST_1;
    	speech[]={%Team,RequestingFireSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Team {type = "simple";};
    		class Location {type = "simple";};
    	};
    };
    class MortarRequest0 // line 573 
    {
    	text = $STR_EP1_ARTILLERYREQUEST_0;
    	speech[]={RequestingFireSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Location {type = "simple";};
    	};
    };
    class MortarAccepted // line 574 
    {
    	text = $STR_EP1_ARTILLERYACCEPTED_1;
    	speech[]={FiringAtTargetLocation};
    	class Arguments
    	{
    	};
    };
    class MortarDenied // line 575 
    {
    	text = $STR_EP1_MORTARDENIED_1;
    	speech[]={NoFireMissionAvailableAtThisTime};
    	class Arguments
    	{
    	};
    };
    class UnitsDropRequest0 // line 576 
    {
    	text = $STR_EP1_UNITSDROPREQUEST_0;
    	speech[]={RequestingReinforcementsToOurPositionGrid,%Location};
    	class Arguments
    	{
    		class Location {type = "simple";};
    	};
    };
    class UnitsDropAccepted // line 577 
    {
    	text = $STR_EP1_UNITSDROPACCEPTED_1;
    	speech[]={WeCanFlyInReinforcmentsAsNeeded};
    	class Arguments
    	{
    	};
    };
    class UnitsDropDenied // line 578 
    {
    	text = $STR_EP1_UNITSDROPDENIED_1;
    	speech[]={YouWillHaveToManageYourself};
    	class Arguments
    	{
    	};
    };
    class AmmoDropRequest // line 579 
    {
    	text = $STR_EP1_AMMODROPREQUEST_1;
    	speech[]={ThisIs,%Team,RequestingSupplyDropAtGrid,%Location};
    	class Arguments
    	{
    		class Team {type = "simple";};
    		class Location {type = "simple";};
    	};
    };
    class AmmoDropRequest0 // line 579 
    {
    	text = $STR_EP1_AMMODROPREQUEST_0;
    	speech[]={RequestingSupplyDropAtGrid,%Location};
    	class Arguments
    	{
    		class Location {type = "simple";};
    	};
    };
    class AmmoDropAccepted // line 580 
    {
    	text = $STR_EP1_AMMODROPACCEPTED_1;
    	speech[]={SupportOnWayStandBy};
    	class Arguments
    	{
    	};
    };
    class AmmoDropDenied // line 581 
    {
    	text = $STR_EP1_AMMODROPDENIED_1;
    	speech[]={Negative};
    	class Arguments
    	{
    	};
    };
    class AirstrikeRequest // line 582 
    {
    	text = $STR_EP1_AIRSTRIKEREQUEST_1;
    	speech[]={%Team,RequestingCloseAirSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Team {type = "simple";};
    		class Location {type = "simple";};
    	};
    };
    class AirstrikeRequest0 // line 582 
    {
    	text = $STR_EP1_AIRSTRIKEREQUEST_0;
    	speech[]={RequestingAirSupportAtGrid,%Location};
    	class Arguments
    	{
    		class Location {type = "simple";};
    	};
    };
    class AirstrikeAccepted // line 583 
    {
    	text = $STR_EP1_AIRSTRIKEACCEPTED_1;
    	speech[]={RogerAircraftOnTheWay};
    	class Arguments
    	{
    	};
    };
    class AirstrikeDenied // line 584 
    {
    	text = $STR_EP1_AIRSTRIKEDENIED_1;
    	speech[]={NegativeOnTheCloseAirSupport};
    	class Arguments
    	{
    	};
    };
    class CeaseFireRequest // line 585 
    {
    	text = $STR_EP1_CEASEFIREREQUEST_1;
    	speech[]={CeaseFireE};
    	class Arguments
    	{
    	};
    };
    class CeaseFireRequest0 // line 585 
    {
    	text = $STR_EP1_CEASEFIREREQUEST_1;
    	speech[]={CeaseFireE};
    	class Arguments
    	{
    	};
    };
    class CeaseFireAccepted // line 586 
    {
    	text = $STR_EP1_CEASEFIREACCEPTED_1;
    	speech[]={CeaseFireInEffect};
    	class Arguments
    	{
    	};
    };
    class CeaseFireDenied // line 587 
    {
    	text = $STR_EP1_CEASEFIREDENIED_1;
    	speech[]={Negative};
    	class Arguments
    	{
    	};
    };
    
    };
    
    class Arguments{};
    class Special {};
    
    startWithVocal[] = {};
    startWithConsonant[] = {};
    
    


  5. The init.sqf file runs before/as soon as it it loads the mission... Here is mine from a mission I am working on atm

    nul = execvm "spawn.sqf"; 
    mk_fTaskHint = compile (preprocessFileLineNumbers "fTaskHint.sqf");
    extracav = false;
    extrac = false;
    REVOLVER=[West,"HQ"];
    _marker1 = createMarker["extraction",[0,0]];
    _marker1 setMarkerShape "ICON";
    "extraction" setMarkerType "hd_Pickup";
    _marker2 = createMarker["insertion",[0,0]];
    _marker2 setMarkerShape "ICON";
    "insertion" setMarkerType "hd_start";
    
    if (time < 20) then
    {
       playMusic "EP1_Track09"; 
       titleCut ["", "BLACK FADED", 999];
       [] Spawn {
           waitUntil{!(isNil "BIS_fnc_init")};
    
           // Info text
           [str("US Airbase") ,str("Rasman , Takistan")] spawn BIS_fnc_infoText;
    
           sleep 5;
          "dynamicBlur" ppEffectEnable true;   
      "dynamicBlur" ppEffectAdjust [6];   
      "dynamicBlur" ppEffectCommit 0;     
      "dynamicBlur" ppEffectAdjust [0.0]; 
      "dynamicBlur" ppEffectCommit 7;
           titleCut ["", "BLACK IN", 8]
       };
    };
    5 fademusic 0;
    
    task1 = player createsimpletask ["CheckConvoy"];
    task1 setsimpletaskdestination (getpos burn3);
    task1 setSimpleTaskDescription [ "Check for any survivours and be careful of any hostiles that may be in the area", "Check UN Convoy", "Convoy's location"];
    task1 setTaskState "Assigned"; 
    player setcurrenttask task1;
    
    task2 = player createsimpletask ["clrvlg"];
    task2 setsimpletaskdestination (getmarkerpos "patrol");
    task2 setsimpletaskdescription ["Clear the viliage of all hostiles", "Clear Villiage", "Hostile Village"];
    task2 settaskstate "Created";
    
    task3 = player createsimpletask ["Convoy"];
    task3 setsimpletaskdestination (getmarkerpos "Helobase");
    task3 setsimpletaskdescription ["Return to Convoy site and wait for the UN convoy to arrive","Return to Convoy","Convoy"];
    task3 settaskstate "Created";
    
    
    sleep 20;
    revolver sideradio "hq1";
    sleep 3;
    m_1 sideradio "copygoahead";
    sleep 1;
    revolver sideradio "hq2";
    sleep 5;
    Revolver sideRadio "b1" ;
    sleep 8;
    Revolver sideRadio "b2";
    sleep 25;
    player sideradio "copy";
    sleep 5;
    waitUntil{!(isNil "BIS_fnc_init")};
    [str("Opearation Star of life") , str(date select 1) + "." + str(date select 2) + "." + str(date select 0), str("Near Feruz Abad, Takistan")] spawn BIS_fnc_infoText;
    sleep 5;
    [task1] call mk_fTaskHint;
    

    It's useful for setting variables and load up effects/titles etc...The init.sqf is the first script that runs when you start a mission and it reads it all straight up. i.e it doesn't 'grab' data as it needs it but rather loads it /defines it's variables and executes it's commands straight away...


  6. I'm using a script that has this bit of code in it

    _meters = helo distance player;

    waituntil { _meters < 1000};

    The problem is it seems to be in-consistent...

    The helo will spawn at various distances from player depending on the conditions of which the helo is called(I'm working on a helo extraction/re-insertion script) and I use this to determine when to get the helo to land and it is really frustrating that sometimes it doesn't work, I have used the code

    hint format ["Distance from player is: %1", (_meters)];

    to check the value (calling it in from a radio ) and sometimes it seems to have frozen on a value say 1549.86 even though it's getting closer and other times it works fine, I'm really confused by this and would appriciate your guys advice, as it seems to work fine if I restrict the player to call it in from one spot and have the helo spawn from the same spot, but this isn't possible as for my mission the player could be 1 of 3 or 4 places to call the extraction and I'd like to be able to use it to travel all around the map like in the A2 campaign.....

    Thanks for any advice you guys may have :)


  7. I have a fairly simple trigger that has this in its on act line :

    eh1 = player addEventHandler ["Fired", {null = execVM "smoke.sqf"}]

    And in the smoke.sqf:

    _ammotype = _this select 5;
    hint format["%1",_ammotype];
    if (_ammotype == "SmokeShellred") then { _this execvm "myscript.sqf"};

    The hint was for debugging purposes as I wasn't getting the desired result, basically on the detection of a red smoke grenade I want it to exec my script. I've changed the _ammotype = _this select 5 to all numbers from 1-5 and all return "any" no matter what weapon I use.

    Is there something I'm doing wrong:confused:


  8. lol indeed.

    You can achieve the effect by using setvelocity once they step out of the static c130j, I've been playing with it with halo jumps to try and get the effect that the planes moving instead of them just droping straight down.

    The static c130j is just so much more aesthetically pleasing though then using using ejection scripts in a normal c130j:cool:

    Surely it wouldn't be too hard to just bring the animiation from the c130j onto the static for the side doors?

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