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Bulldog Six

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Everything posted by Bulldog Six

  1. Bulldog Six

    need help with text on intro

    WHOOOHOOO!! it works! at least with AI's. when I send them into the trigger zone I get no message anymore, but when I walk in I get it. a-ma-zing Carl Gustaffa! that worked! you made my day bro :D ---------- Post added at 23:38 ---------- Previous post was at 23:31 ---------- I'll try that for a different purpose at a later time, when I get started on setting up individual missions for individual squads. I'll PM you then about the results, ok? Might be a while until I'm done with that though, would have to set up the missions first and add this kind of stuff afterwards. Thx for the help m8! :)
  2. Bulldog Six

    Localized Sound

    I do ^^ You're a big help Carl, I hope you're not getting tired of it ;) You mentioned converting *.wav files to *.wss before. Can I access the ingame *.wss files as well somehow (I tried, didn't work for me for some reason, maybe I got the path wrong or something) or do I have to extract them into my mission\sounds folder? or is the command to play *.wss files different?
  3. Bulldog Six

    animation command prob

    I'm quite new to this but if you select COUNTDOWN and enter a number (in seconds) into the MIN, MID and MAX fields (or maybe just MIN necessary in this case) you can set a delay. I've used the playMove command so far for AI units. the switchMove command was not necessary since they did what I expected them to do with the playMove command only (as described above). I just place the unit I want to animate into the trigger zone, set the activation to BLUFOR (if using US Units and coalition forces), select either ONCE or REPEATETLY (depending on how you want it, I use repeatedly so it keeps restarting the animation), enter the playMove command with it's variables in the ON ACTIVATION field and that's it. oh yeah, one more thing: some animations are not performed if the unit is holding a weapon. so I use this command in the INITIALISATION field to remove them in such cases: removeallweapons this; if you want them to keep their weapon I believe you gotta search for the command to put the weapon on their back. don't know that one though.. I hope I could help.
  4. Bulldog Six

    a bug you can probably fix in 2 minutes..

    thx! yeah i did. i never used that before. i tried the embedding code, i tried the entire link, i tried the link without http://www.youtube.com/... it's not really intuitive ;) okay, so it took me 23 minutes to fix it. let's see if you can fix the bug in less. :p
  5. Bulldog Six

    German KSK units retextured

    can you make a skin without mixing woodland camo ("flecktarn") with desert camo ("tropentarn")? it's usually a no-go to mix up camouflage, I'm quite positive that applies to most nation's military units.. surely there are exceptions - but why pick exceptions as a template for a skin? that's the only reason I dislike these, other than that they look good. ---------- Post added at 17:16 ---------- Previous post was at 17:06 ---------- you are comparing the colors of a screenshot of soldiers standing in sunlight with a picture taken under a neon lamp.. they ain't so grey as you thought it would be. the color is good (I AM german, I know how it looks like).
  6. Bulldog Six

    need help with text on intro

    I wrote a testscript.sqm file that contains this: _inTrig = [[i]testtrigger[/i], position player] call BIS_fnc_inTrigger; waitUntil{!(isNil "BIS_fnc_init")}; ["[i]testtext[/i]"] call BIS_fnc_infoText; only things I had different were the words written italic. other than that it's a 1:1 copy. trigger settings: BLUFOR / REPEATEDLY / TIMEOUT / Trigger Name: [i]testtrigger[/i] Condition: this On Act.: nul = [player] execVM "locations\[i]testscript[/i].sqm"; It still didn't work. The trigger was still activated by any kind of BLUFOR units (even by the UAV). and when I sent a squadmember into the trigger zone after I added your suggestion as shown above I still got the typo message as well. :( (btw: what's the difference between a sqm and sqf file? are those different categories of scripts or something?)
  7. Bulldog Six

    Localized Sound

    It didn't work properly - the countdown actually DELAYED the playback, so it wasn't played as soon as the trigger was activated but after a certain time it started to play even if I wasn't in the trigger area anymore. sometimes the sound overlapped over each other as well. but I need the replay delay AFTER the playback. how do I do this? (using say ) Try trigger condition field: (local player) && (player in thislist) I tried that - I put [i](local player) && (player in thislist)[/i] into the condition field, but the typo text did not get displayed at all that way (this is the propper post about this specifical typo-topic: http://forums.bistudio.com/showthread.php?p=1767881#post1767881 ).
  8. Bulldog Six

    animation command prob

    I believe it should be like this (untested): man1 playMove "ANIMATION_NAME"; man1 is the designated name of a soldier and ANIMATION_NAME the code for the animation, obviously. cheers Bulldog Six
  9. why is it not recommended for MP missions? does it cause lag or just because it might be annoying for some? how do I make a song play for the user who joins the game? so it plays once on joinup but others wont hear it because they are already in the game for a longer time period. I don't want the others to hear it, just the one who is joining.
  10. this might help, thx a lot buddy! :)
  11. Bulldog Six

    Localized Sound

    what about a custom music track? how do you recommend playing those? so far I used playSound for that. is there a better way? you were right! I had to set the sound volume number really low (0.2) to have a pleasant result. but how do I add a delay this way? do I select Countdown in the trigger and set the MIN MID MAX range in the trigger? (i.e. 60,90,120) roger that! thx a lot Carl! slightly different topic, but while we're at it: typewriter text (as in campaign) I created a trigger which displays the typo text, but everyone else (MP) gets the message as well when I trigger it. would you know how I would have to edit it so that only people who trigger it get the message? i.e. waitUntil{!(isNil "BIS_fnc_init")}; ["Bla bla bla"] call BIS_fnc_infoText;
  12. Bulldog Six

    Ambient Civilian Module Not Working

    could you be a little more precise? where did you put what? I got the same issue here, civilians are no longer spawning. when I run the ambient civies module in the debug mode it says in each town -1(0/0). except loy manara, there it's only (0/0). help please! edit: help no longer needed, problem solved.
  13. Bulldog Six

    Localized Sound

    my goodness, you are a master of this language, aren't you?! :D that's really amazing! thing is: I want to play a conversation audiofile, which is not supposed to play whenever EACH player triggers the trigger, it should be a little more seldom so players are still surprised by it AND (most importantly) it should fade away as the distance between player and soundsource increases (i.e. player walks away and is not eavesdropping). ohman.. I really wish I had your knowledge about this things.. my map would be finished within one or two days instead of one or two months. however, thanks for your help! I'll try the delay right away! EDIT: this is how I have it so far. the first sound works, but the second sound doesn't even appear on the dropdown menue of the effects list. I tried a couple of variations to solve this, without any success. do you find an error? I need the second soundfile (wind.ogg) to loop forever (or at least as long someone is there to hear it to save memory ressources) and to fade off at increased distance. Not sure if it's this part "sounds[]={sound2};" which is wrong or this part "sound2[]={"sound\wind.ogg"..." or something else..
  14. Bulldog Six

    need help with text on intro

    how do I trigger this without anyone else getting the typo message unless they trigger it too? I created a trigger which executes the typo text, but everyone else (MP) gets the message as well. so, how would I have to make it that only people who trigger it get the message?
  15. Bulldog Six

    Localized Sound

    cool, this works! thx a lot CG! one more thing though: how do I modify this to make it a non-loop if needed? (plays 1 time AND chances to be played again by some other player are.. lets say 25%)
  16. I double this thread. where is the documentation fellas? you can't just throw out a module that lets you respawn somewhere randomly on the map without telling us how to handle that thing.
  17. Bulldog Six

    Localized Sound

    no, it uses a soundeffect that is available in the effects list. (except the "clothes.ogg", which is not the sound we are talking about - we are talking about the radiosound wich fades away as the distance to it increases).
  18. Bulldog Six

    Localized Sound

    hmm.. that works with default sounds of the game but it doesn't work with my custom sound for some reason. I checked the possible error sources - changed the description.ext to have my sound in it and renamed the objects apropiately. still doesnt work with custom sounds.. still, thank you for sharing kylania. you're the best! :)
  19. Bulldog Six

    Localized Sound

    did anyone manage to get it to work so the sound fades away if one increases the distance to the sound source?
  20. yeah, i need to know that too. got the same issue with my halo animation, I see myself in the freefall position, but I don't see others in that position.
  21. Bulldog Six

    Medevac Module

    I like the mod but I need it without having to create a modfolder. other than that this mod is awesome!
  22. Could someone elaborate PROPERLY how to use this? I have no clue what you guys are talking about, I just read about LOD's, cfg's and Memory sumthing sumthing.. Apearantly you all assume everybody knows what you guys are talking about. I need help, please. thx, peace!
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