pele93
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Posts posted by pele93
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I'm downloading the setup.exe at 11Kb/s, only 182 more hours to go!I'm downloading setup.exe @ 5.5kb/s with 1day 7 hours remaining :(
Theres still so many more files for me to download! At this rate I'm thinking it would have been quicker to wait and buy disc but I want to support BI :)
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But the problem is if planes drop bombs they do not really destroy much .. and they do not have enough bombs to do really big damagesTo fix this I used this code here
bomb = "Bo_GBU12_LGB" createVehicle getPos su25; buildings = nearestObjects [targ1,["building"], 50];{_x setDamage 1;bomb = "Bo_GBU12_LGB" createVehicle [(getPosASL _x select 0),( getPosASL _x select 1),1]; } foreach buildings;on the init line of a trigger activated by blufor as my jets are bluefor where targ1 is gamelogic over a building and su-25 was the name of the plane, you can also increase the damage, I didn't come up with this but got it somewhere off this forum can't find thread atm.... Only problem is you can't see bomb dropping so not as realistic, but certaintly does the damage :)
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Thanks for the suggestion didn't work.... I've got it to work under the effects tab on a trigger, it shows up under voice, but if I use the same name it's to go
man sideRadio "messageOne"
I still get error's saying it can't find the file, I've also told it to play it as a sound to no joy... The effect will do for now as I'm just testing stuff in my mission but when completed it would be nice to have it appearing as a radio message...
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Hey guys I'm setting up custom sound for the first time and I have a trigger to call on the radio message with this in the init field
(I have also tried using bomb instead of "RadioMsg2") where man is the name of the unit and RadioMsg2 the name of the radio message as specified in CfgRadio.hpp like thisman sideRadio "RadioMsg2"class Radiomsg2 { name = "bomb"; sound[] = {"\sounds\3.ogg", db+10, 1.0}; title = "Three Two One Bombs away"; };Which is setup in the description.ext as such:
//describtion.ext for Lurchi's AC-130 Script //defines #include "ac130\uiDefines.hpp" #include "ac130\define.hpp" //Dialog #include "ac130\dialog.hpp" #include "ac130\dialogUAV.hpp" //Sounds class CfgSounds { sounds[] = {}; #include "ac130\CfgSounds.hpp" #include "sounds\CfgRadio.hpp" };all the directories seem to be setup fine and as you can see Lurchies AC-130 script works fine I have eventried putting them in the ac130 folder as well to see if that helps and got nowhere :(
I always get "radio message "RadioMsg2" not found" and all the directories seem right :(
Any help is appriciated
Thanks guys
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I'm trying to achieve a smilar effect and I believe it has something to do with the "weapon index" as specified here
I've also tried usingunitOne ["USEWEAPON", <target vehicle>, <target unit>, <weapon index>]this selectWeapon BombLauncher;Then using the trigger as before, I've changed number values in the weapon index and cannot get it to work :banghead: I just want it to drop GBU12's from where it's flying and idealy multiple planes at the same time, if I can get one to work I know I can get multiple ones to do it.... I assume this would be the easiest way to do it?
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I have a similar idea to this and was wondering if it would be easier to impliment it with high command? That way you can control whole squads as if they were one unit and alot easier then managing alot of individual units...

AC-130 Script for ARMA2 (0.3)
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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So I am hoping there will be a new update to include proper FLIR for those of us that have operation arrowhead?:)