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xripx

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Everything posted by xripx

  1. Hi all, I'm in a squad, not as leader. I have a GET IN waypoint for my squad on an empty vehicle. This waypoint is activated by a trigger. Sure enough, the trigger does its job. The squad leader issues the "GET IN" command. So I get in. Then.... Then 1 of the AI squaddies gets in, then another, then the first gets out, then another gets in, then 2 get out, then 1 gets in etc etc etc, shuffling like that. The squad leader is constantly yelling for certain members to GET IN, then yells for others to DISMOUNT for some reason. I'm just sitting there in driver's seat watching this. It's incredibly frustrating that the AI can't follow simplest command sometimes. I've tried different settings on the GET IN waypoint, like setting behavior to careless or safe or combat, force hold fire. I've tried all combinations of that that I can think of. Combat seems to be to the most effective. Any ideas how I can just get these guys to just go straight to the damn car and get in?
  2. I think I have put a bandaid on this by putting in the mission init DISABLEAI "TARGET" for my squad leader and same for "AUTOTARGET" which might not have accomplished anything, but I figure he'll maybe stop wanting to attack. Then I changed the GET IN waypoint to Careless and Force Hold fire. I didn't want to do that because I didn't want the radio chatter to reflect it, but I just put enableRadio false in the mission init. I also had to move the car a bit because it was close to a couple of structures which seemed not to jive with the squad AI. This seems to work somewhat consistently.
  3. Ha, I'd love to, but I'm no where near an advanced enough user to set it up without waypoints. There are several waypoints and events before this GET IN waypoint that I'd have no idea how to setup and would essentially start from scratch.
  4. Well I can offer a clue as to why they're behaving strangely. When we got to the GET IN waypoint, a few seconds later, there was an "area clear" because the enemy was eliminated for the moment. Then everyone got in, no issues. So it appears they're "torn" between engaging the enemy and getting in the car. I guess that's why the squad leader keeps yelling "GET IN" and "DISMOUNT" over and over? How can I make them totally ignore the enemy?
  5. I did, they start the whole "get in, dismount" song and dance with or without me involved.
  6. Hmm, @wogz187 I put this in the mission init. The mission normally starts with me and the squad in a vehicle. With your code in the mission init, it immediately starts with everyone booted from the vehicle. Should I put this in a different init?
  7. I'm triggering the conversation by creating a trigger with execVM "StartTalk.sqf"; on Activation. StartTalk.sqf ["Banter", "HeloConvo"] call bis_fnc_kbtell; description.ext class CfgSentences { class HeloConvo { class Banter { file = "Helo.bikb"; #include "Helo.bikb" }; }; }; }; Helo.bikb class Sentences { class Helo_Tower_Line_1 { text = ""; speech[] = { "\talk\1Wherearewe.ogg" }; class Arguments {}; actor = "Tower"; }; class Helo_Jackson_Line_2 { text = "" speech[] = { "\talk\2Mothershouse.ogg" }; class Arguments {}; actor = "Jackson"; }; class Helo_Tower_Line_3 { text = "" speech[] = { "\talk\3Realcute.ogg" }; class Arguments {}; actor = "Tower"; }; class Helo_Jackson_Line_4 { text = "" speech[] = { "\talk\4Anytimeanywhere.ogg" }; class Arguments {}; actor = "Jackson"; }; }; class Arguments {}; class Special {}; startWithVocal[] = {hour}; startWithConsonant[] = {europe, university}; When I reach the trigger, I get the error [BIS_fnc_kbTopicConfig] Class 'HeloConvo' not found in CfgSentences. Any ideas?
  8. I cleaned up the code a little further and got rid of the error, but it still wasn't actually executing the script. Ultimately the problem was that I had radioenabled false in the mission init, which kept them from speaking.
  9. I was able to fix the issue of the squad leader speaking by going Attributes>General and putting "enableRadio false; " in the init field. Then I put a trigger along my squad's path that put it to "true" on activation. The helicopter door problem, I've discovered, is unsolvable. Even if you can disable all interaction with the helicopter, the actual prompt will still pop up in the middle of the screen. I'll just have to double tap the tilde key to make it go away, it's just annoying.
  10. Hi all, Getting back into Arma editing after several years. Very, very rusty. So my scenario starts with the player in a squad (not as leader) in a moving helo. 2 problems: It always says "Open left door" in the middle of the screen because the action is available for the player. Is there a way to make the vehicle impossible to interact with? Setting it to "Locked" didn't help. Second, as soon the mission starts, #3 in the squad issues the order "go to grid blah blah blah." I'm pretty sure YOU the player are #3, which is strange, but I want to wait for the this command to be issued when the squad disembarks. I tried making a trigger with "Player, Present" and syncing it to the first squad waypoint but he still flaps his gums right off the bat. Help is very appreciated, thank you!
  11. I'm sure this has been asked before, however I couldn't find it. Apologies in advance, I know it's bad netiquette. Real simple, how do I start a squad out in a transport when they're not in the same squad as the transport? Thanks
  12. Hi guys, I'd like my mission to start with a black screen (with some text) which lasts maybe 5 seconds, then the text fades away followed by the mission fading in. Also, I want the audio to fade from the very beginning, both sounds effects and custom music that I'd like to add. How do I do this? In my init.sqf I have: titleText ["Jungle Trek\n\n by Rip\n\nVersion 1", "BLACK IN", 5]; But which is close, but it doesn't fade away it just disappears. The text obviously doesn't fade either. I searched around but I couldn't find a thread about starting black, staying black for a while, then fading in. So... what do I do? Thanks in advance.
  13. OK, I'm sure this is a simple one, which of course makes me feel like an idiot. My mission starts with me and my squad in a moving chopper. The chopper of course in not in the squad. At the very start, my character (squad leader) always vocalizes "move to", how to do I stop this? Thanks guys.
  14. I couldn't find this via search, surprisingly. I'm making a mission the MGB Nam map, and for some reason AI units refuse to cross the bridges, so I'm having me and my squad swim across the river. However, this apparently is a chore for them as well. I basically have to swim across telling my squad to "get back in formation" over and over. Slowly but surely they'll get in and make their way across. The process can take a few minutes even with the game time on 4x. Is there a workaround here? It really kills the momentum in the mission.
  15. Is this just an AI glitch I just have to live with?
  16. Basically I've been running Arma CO 1.57 for a while with both ACE and CBA. I realized how out of date my game and addons were yesterday. I patched up and got the latest versions of ACE and CBA. Now, all trees, bushes etc with a 100m radius of the player have this "frosted" look to them, they're basically several shades lighters than they should be. So if I'm flying in a chopper, there a huge circle of lighter plants below me. My mistake might have been that I updated to the Beta patch, but I'm hoping that's not the case. Any suggestions?
  17. Awesome thank you. I actually did, I applied all patches after 1.57 in the order they were released, including updates for PMC and BAF. Anyway, thanks a lot, worked like a charm.
  18. You guys have been great helping me so far, I've learned so much but t his one has got me stumped. At the beginning of my mission you start in a moving chopper and I have about 2 minutes worth of radio chatter that plays via "PlaySound". After about 40 seconds of playing, it gets noticeably quieter. It goes from a perfect background noise to just barely audible over the chopper blades. I used to have it on a trigger, but I decided to put in my init to see if it makes a difference. It doesn't. Here is everything in my init thus far: PlaySound "MainTitle"; PlaySound "RadioChatter"; cutText ["Jungle Trek\n\n by Rip\n\nVersion 1", "BLACK FADED"]; sleep 10; titleCut ["", "BLACK IN", 5]; I took out all "fadesound" and "fademusic" that I had before. So there it is, both "RadioChatter" and "MainTitle" get noticeably quieter after about 40 seconds. What's the deal guys?
  19. I appreciate the clever advice, I never would've thought of it... but unfortunately no, it doesn't work, it's still too quiet. Sigh. Oh well, I fixed the fading problem and that was a way bigger deal. Thanks again!
  20. Yep, "say" does work, but it's just barely audible, and I hear no difference between db+30 and db+70. Sigh. Oh well.
  21. ^^ I thought of that, and no the actual .ogg doesn't get quieter. Or if it does, it's so insignificant that you can't tell... and of course in the game it IS significant and you definitely CAN tell. I tried having the chopper "say" the radiochatter.ogg, but it was extremely quiet and "db+x" wasn't affecting it. That said, I've made several changes since then and I'll try later today when I get home. Thanks for all the knowledge so far guys!
  22. Short answer, it worked. Haha, could you tell me WHY that worked? Long answer, it worked but the sounds no longer seem affected by the "db+40" in my description.ext. But they're at about the right volume so it works out fine. Still, it's almost as if the db+40 only works on PlaySounds that are in triggers, and doesn't make a difference on PlaySounds in the init.sqf Weird.
  23. Yep, fadeSound works, but he says it a bit late and it fades other sounds I want the player to hear, so what I did was used fadesound combined with the some radio chatter sound effects to cover it up a bit. So FadeSound and radio chatter AND the sound of the chopper AND custom music I added, it's not too noticable. Thanks guys, these threads are always a great learning experience.
  24. I've searched around and found one thread regarding this and nobody answered the question. Is it possible to have a playsound originate from a specific location. Like music playing from a vehicle?
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