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Oglesbee

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About Oglesbee

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    Private First Class

core_pfieldgroups_3

  • Interests
    competition shooting, arma
  • Occupation
    FireArms and Tactics instructor full time

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  • Biography
    6 yrs army almost three in combat as an infantryman. left after complication of battle wounds.

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  1. well I am officially a retard. I had the damn fadesound command in the cam script and i never brought the sound back. So if anyone has this same problem just so you know if you use fadesoud anywhere it can cause this problem
  2. Well thats good news. thanks for the lesson. I still cannot get the sound to play with the say command. Could it be when i disabled the enviroment noise it just mutes them talking? I have created mission with sound before but never a cutscene with someone talking in it. This has me stumped. I even configured the identites for bill and roger got that working. Still no audio but it looks like the lips are moving. I created a lip file for it. I use a older version right now since i can't dload any patches I wonder if that could be an issue or what. ill have to do some more digging until i come up with something. Thanks for your help and patience. ---------- Post added at 01:57 PM ---------- Previous post was at 01:07 PM ---------- well I am officially a retard. I had the damn fadesound command in the cam script and i never brought the sound back. So if anyone has this same problem just so you know if you use fadesoud anywhere it can cause this problem
  3. I am having the same issue. I am making an intro though. I have tried to get the sound to work. It works fine with the playsound command however the say command produces no audio. The fille was done with goldwave at 4100 mhz 128 kbps. it is a minute long. I have fiddled with the file on different kbps and some allow me to make a lip file and some do not. Bottom line i cant figure this out.
  4. okay I called the script properly this time. with Let me see if i can get this straight. You have to use the above code to call up sqf scripts? If thats the case that would explain quite a bit. I get no errors this time in my rpt. however the characters lips are moving but no sound is coming out. I am going to re record the voice file and see if it has something to do with the size of the file or how i saved it. I ran a test on the sound with play sound and a trigger. It plays the audio file. So why would it not be playing it when I call it up in the cam script with the bill say ["bill1",3]; command
  5. I thank you for your help. I ran the code you input and changed the file to an sqf. also the init line where i execute the script from sqs to sqf. When the intro begins it however does not do anything. One question. I thought that camera scripts had to be done in sqs. I am looking now to make sure nothing is messed up in my description.ext. I will attempt to get it to work and re post if I get it working. Again thank you. Okay I ran the code you input after trying to get it to work. I infact rebuilt the script entirely with new cam positions. I get these errors in my rpt. this is what i get when I run the script you input. I must also confess I was playing around trying to fix the errors and may have created more.
  6. Hi I ran search and either didn't use the right keywords on this. My issue I am creating a intro where i want two AI to have a conversation. I have created a sound and converted to .ogg. I followed the instructions to create a wave to lip file. however I cannot get the sound to play. I initially had a problem with it not finding the sound and got the error message. and now it just doesn't want to play it. Description.ext class RscText { type = CT_STATIC; idc = -1; style = ST_MULTI; colorBackground[] = {0,0,0,0}; colorText[] = {0,0,0,0}; font = "TahomaB"; sizeEx = 0.06; h = 0.04; }; class DiagText : RscText { colorText[] = {0.9, 0.9, 0.9, 1}; x = 0.00; y = 0.90; w = 1.50; h = 0.2; lineSpacing = 0.90; }; class RscTitles { Titles[] = { "Diag1","Diag2","Diag3"}; class Diag1 { idd = -1; MovingEnable=0; Duration=2; FadeIn=1; FadeOut=1; Name="Diag1"; Controls[]={"Control01"}; class Control01: DiagText { text = "The DieCorp Chronicles"; }; }; class Diag2 { idd = -1; MovingEnable=0; Duration=2; FadeIn=1; FadeOut=1; Name="Diag2"; Controls[]={"Control01"}; class Control01: DiagText { text = "Any Similarities to actual people or events is purely coincedence"; }; }; class Diag3 { idd = -1; MovingEnable=0; Duration=2; FadeIn=1; FadeOut=1; Name="Diag3"; Controls[]={"Control01"}; class Control01: DiagText { text = "Somewhere in Afghanistan"; }; }; }; class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {bill1}; // Definition for each sound class bill1 { name = "bill1"; sound[] = {\sound\bill1.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; };[/Code] Then I am calling the sound in the cam script here [Code]Intro.sqs cutText ["", "BLACK FADED"]; TitleRsc ["Diag1", "PLAIN DOWN"]; ~5 TitleRsc ["Diag2", "PLAIN DOWN"]; ~5 TitleRsc ["Diag3", "PLAIN DOWN"]; cutText ["", "BLACK IN"]; 0 fadesound 0 enableEnvironment false enableRadio false _camera= "camera" camcreate [0,0,0] _camera cameraeffect ["internal","back"] ;=== 11:27:51 _camera camPrepareTarget roger _camera camPreparePos [1459.46,4726.69,180.49] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ;=== 11:28:28 _camera camPrepareTarget roger _camera camPreparePos [1450.92,4909.14,126.85] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera ;=== 11:29:09 _camera camPrepareTarget roger _camera camPreparePos [1255.54,4962.01,161.80] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera ;=== 11:29:42 _camera camPrepareTarget roger _camera camPreparePos [1164.95,4839.30,82.79] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera ;=== 11:30:30 _camera camPrepareTarget [1321.96,4818.47,-0.00] _camera camPreparePos [1280.92,4844.08,2.97] _camera camPrepareFOV 0.700 _camera camCommitPrepared 8 @camCommitted _camera ;=== 11:31:02 _camera camPrepareTarget [78609.03,-58397.43,-5066.16] _camera camPreparePos [1307.33,4825.03,1.73] _camera camPrepareFOV 0.700 _camera camCommitPrepared 6 @camCommitted _camera ;=== 11:31:38 _camera camPrepareTarget [52062.15,-81350.55,1074.03] _camera camPreparePos [1320.86,4814.54,0.97] _camera camPrepareFOV 0.700 _camera camCommitPrepared 4 @camCommitted _camera bill say ["bill1",30]; ~10 [color="Red"];=== 11:32:17 _camera camPrepareTarget [56119.17,-75100.65,-24499.84] _camera camPreparePos [1321.43,4813.91,1.51] _camera camPrepareFOV 0.700 _camera camCommitPrepared 0 @camCommitted _camera ~10[/color] player cameraeffect ["terminate",""back"] camdestroy _camera end1=true; exit;[/Code] this as you can tell is a problem. My sound file is 2 mb in size. I used goldwave to convert it but I know there is some rules about the sampling and other things that I can't seem to find. Any help would be greatly appreciated or a reroute to the appropriate post.
  7. thanks. I got it to work and now I have another tool in my toolbox
  8. what do i make the variable in _X just one of the ied guys?
  9. I am having an issue with a helicopter mission I am creating. I have emplaced an IED cel and gave them animations to appear as if they are working on an ied. I used a repair animation in a trigger with this code in the act field ied1 playMove "RepairingKneel";ied2 playMove"ReparingKneel"; condition field alive ied1 I shoot the enemy and they are still performing the animation. How do i get them to die when they are shot before finishing the animation or is this impossible?
  10. Hey you guys are great thanks for the help and your patience.
  11. You mean like this thanks for hooking me up. I am still having the same issue with my task destination.
  12. well i fixed the coding in the script however. I created this task as a hidden objective. It is not in the briefing it populates via a trigger once the 5th objective is complete. below is the code i used in the trigger's act field would my problem be in this portion or do i still not have something right this is ed's init field could this be my problem and how do i get it to say code instead of quote like yours
  13. I am using a marker attached to a unit. Here is the script code i have in markerpos.sqf while { true } do { "Obj6" setmarkerpos (getpos ed); sleep 1; }; the marker attaches but does not refresh itsef how do i input the command for this to update his pos constantly. do i need to refresh it in the setTaskDestination in the trigger every second or someother way. the marker populates but stays where he is at when it first pulls it. He is in a plane that lands so you can see my dillemma
  14. Thanks Kylania for the demo mission and the help. Now that i see it humbles to know how even the simplest thing can stump you just to let you know you got a lot more to learn. Ohh i sent you a message on armaholic about this too disregard it.
  15. Hi I am building mission. that the final objective is to capture an hvt. I have the capture script working fine and all the other objectives are good to go would the proper trigger condition be ed== group _player; or ed _group = group _player; ed is the character to be captured. my second question is is it possible to make this mission show the taskdestination only after the 5 other objectives are completed. I have this task in the briefing as a Target of opportunity and intel comes in upon completion of 5th objective that he is on the island. What i am trying to avoid is people setting Target of Opportunity as current task and revealing his location.
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