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undercoverbrother

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About undercoverbrother

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  1. Thank you everyone for your help I will check out all these solutions and I will definetly download audacity. Till now I have been compressing the ogg files to ogg vorbis which seems to have made a noticable difference - roughly from 2.2mb to 700kb. I also want to apologise for replying so late to this topic, I totally forgot I had begun this thread *idiot!* *idiot!* thanks again
  2. wassup forum? I'm adding the final touches to a coop mission on Utes that I been working on now for a few days. I want to add music to this mission and I did however, as these music files are about 2 - 3 minutes long they are very large files (well in comparison) roughly about 3mb. This obviously makes the download time for each player when they join the mission online incredibly long. Is there maybe a way to compress these music files to make the download time more manageable? Thank you for your help and I have done my very best to search for previous topics on this but, I found nothing - I geuss everyone just uses the ingame music for MP missions. undercoverbrother
  3. Gday scipher, First up, when you say commit the camera to a player I'm assuming you mean your using the camera.sqs thing. If this is true, then what your saying isn't possible because once your in the camera mode you lose control of your guy or anything else on the map - you become the camera i geuss ;p The only way to control your guy again is to exit the camera mode. I'm just speaking from my experience with camera.sqs - I mean I might be wrong. cheers, undercoverbrother
  4. g'day htmlasp, the following script will: - spawn a helo at a random crashsite - damage it enough to get the crew out - make the crew hold the there position - spawna a random 6 man team of enemies and make them move to the crashsite - then keep checking if the enemy team has been eliminated, in which case a message will pop up and the helo crew will join your crew for this to work you need to: - press (f7) - the one for modules - in the editor double-click on the map and select the functions module - place execatly 4 markers were you want the helo to spawn and call them crashSite1, crashSite2... - have fun here is the code: _pos1 = getMarkerPos "crashSite1"; _pos2 = getMarkerPos "crashSite2"; _pos3 = getMarkerPos "crashSite3"; _pos4 = getMarkerPos "crashSite4"; _posArray = [_pos1, _pos2, _pos3, _pos4]; _crashsite = _posArray select (round(random 3)); _helo = "UH60M_EP1"; _spawnvehicleArray = [[1,1,1], 90, _helo, WEST] call bis_fnc_spawnvehicle; _spawnvehicle = _spawnvehicleArray select 0; _spawngroup = _spawnvehicleArray select 2; _spawnvehicle setpos _crashsite; _spawnVehicle setVelocity [0, 0, 0]; _spawnvehicle setDamage 0.7; sleep 4; _spawngroup allowDamage false; _spawnvehicle setDamage 1; _wp = _spawngroup addWaypoint [_crashsite, 0]; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointSpeed "FULL"; _wp setWaypointType "HOLD"; _enemyUnits1 = ["TK_GUE_Soldier_5_EP1","TK_GUE_Soldier_AR_EP1","TK_GUE_Warlord_EP1","TK_GUE_Soldier_TL_EP1", "TK_INS_Soldier_2_EP1", "TK_GUE_Warlord_EP1"]; _enemyUnits2 = ["TK_GUE_Soldier_MG_EP1","TK_INS_Soldier_4_EP1","TK_INS_Soldier_EP1","TK_INS_Soldier_Sniper_EP1", "TK_INS_Soldier_AA_EP1", "TK_INS_Soldier_TL_EP1"]; _enemyUnits3 = ["TK_Soldier_AR_EP1", "TK_Soldier_AA_EP1", "TK_Soldier_EP1", "TK_Soldier_B_EP1", "TK_Soldier_Sniper_EP1", "TK_Soldier_MG_EP1"]; _enemyUnitsArray = [_enemyUnits1, _enemyUnits2, _enemyUnits3]; _enemyUnits = _enemyUnitsArray select (round(random 2)); _spawngroupEnemies = [_crashsite, EAST, _enemyUnits, [],[],[0.4,0.6]] call BIS_fnc_spawnGroup; _wp = _spawngroupEnemies addWaypoint [_crashsite, 0]; _enemiesPresent = true; while {_enemiesPresent = true} do { _enemiesPresent = false; { if (alive _x) then { _enemiesPresent = true; }; } forEach units _spawngroupEnemies; if (_enemiesPresent = false) then { hint format "Congratulations, all enemies have been eliminated, crashsite secured"; {_x join (group player)} forEach units _spawngroupEnemies; }; sleep 5; }: it is untested, so if there are any problems message me or reply and I'll have a look. good luck, I hope this works for you, undercoverbrother
  5. undercoverbrother

    trigger to trigger

    G'day Grillob, in the onAct field of the trigger on the first town put this: _nil = [] execVM "spawnChopper.sqf"; and in spawnChopper.sqf put: _vehicle = "AH64D_EP1"; _pos = getMarkerPos "chopperSpawn"; _pos = [getpos _pos select 0, getpos _pos select 1, 100]; _wppos = getMarkerPos "chopperMove"; _spawnvehicleArray = [_pos, 90, _vehicle, WEST] call bis_fnc_spawnvehicle; _spawnvehicle = _spawnvehicleArray select 0; _spawnvehicle engineOn true; _spawngroup = _spawnvehicleArray select 2; _wp = _spawngroup addWaypoint [_wppos, 0]; _wp setWaypointBehaviour "COMBAT"; _wp setWaypointSpeed "FULL"; make sure you place a marker on the map called "chopperSpawn" where you want the chopper to spawn and a marker called "chopperMove" were you want the chopper to move. you only need to move it near the enemies the AI will take care of the rest. if you want to group the chopper with your group add this at the bottom of spawnChopper.sqf: _playerGrp = group player; {_x join _playerGrp} forEach _spawngroup; hope this is helps and reply if there is anything your unsure about, undercoverbrother
  6. undercoverbrother

    Light size and direction?

    G'day Jacob, I also don't know how you could light to shine like a torch (like you said it shines like a little sun). However, If you are looking to light up places like the hangars which have no lights use this script: _light = "#lightpoint" createVehicleLocal ("hangar light pos"); _light setLightBrightness 1.0; _light setLightAmbient[0.0, 1.0, 0.0]; _light setLightColor[0.0, 1.0, 0.0]; Taken from here lightAttachObject and also for the searchlight, yes they do need to be manned - but - you can just assign an AI who is invincible and invisible using this: hideObject _lightGuy; _lightGuy allowDamage false; _lightGuy moveInGunner _spotLight1; this way it looks like its unmanned, which is what I think you want. - or - maybe you could look here ARMA2/OA CLASSNAMES find the classname, create the object and attach it to the searchlight something like: _awsomeLight = "SearchLight_TK_EP1" createVehicle [1,1,1]; _awsomeLight attachto [_searchlight1, [0,0,0]]; haven't tested this though. My advice, would be not to lose to much sleep on this as I think it is just built into the game and can't be fixed (without a patch or a mod or whatever). Good Luck and I hope this helps, undercoverbrother
  7. G'day Himmelsfeuer, Why not just trigger your script from a trigger within the mission, instead of using the outro? Might be one way to work around this problem. cheers, undercoverbrother
  8. undercoverbrother

    Enemy Artillery firing on a town

    Hey no problem guys, anytime. :)
  9. undercoverbrother

    Enemy Artillery firing on a town

    G'day bigshotking, I have a solution for you! It involves a bit of scripting though - but I'm pretty sure this is what your looking for: (1) Call this file "Arty_Fire.sqf" (2) Put 3 static Arty on the map and call them, Arty1, Arty2 and Arty3 (3) Put 6 markers on the map called, target_1, target_2... etc. (4) - IMPORTANT - notice the line that says: _x fire "D30"; well this is the classname of the weapon. I don't know what static Arty you want to use, I used the D30 from ArmA 2 OA. You can find the weapon class name your looking for here: http://www.armatechsquad.com/ArmA2Class/ Find the static Arty you wish to use, click on it and copy the text next to "Weapon Class(1)". Then place the classname in the code so the line looks like this: _x fire "weapon classname"; (5) put this line in the onAct field of any trigger you want to start the Arty: _nil = [] execVM "Arty_Fire.sqf"; (6) enjoy If there is anything you want to ask me about the code feel free to ask but I probably won't be able to answer until tomorrow afternoon. Hope this helps, undercoverbrother
  10. undercoverbrother

    Question on CAS

    G'day quachimba, Can you please post a download link for your mission? It would really help me understand the problem your having here. Thanks, undercoverbrother
  11. G'day Zen, Use this: _smoke1 = "ARTY_SmokeShellWhite" createVehicle [_px2,_py2,0]; and you should get a large wall of smoke. hope this helps, undercoverbrother
  12. G'day Reezo, Could you explain to me what you mean by a Sniper Pod XR? It would help me think of possible solutions for your problem. thanks, undercoverbrother
  13. you learn something new everyday. thanks for clearing that up
  14. undercoverbrother

    Functions and Destroy City

    All I know is that the bis wiki says it was introduced in ArmA 2 OA version 1.56 so anything anything else other than ArmA 2 OA version 1.56 and above will not recognise the function. undercoverbrother
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