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PeterBitt

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Everything posted by PeterBitt

  1. hmm i cant download the mission. "the file you are requesting was deleted"
  2. i have kbtell set up correctly, it is fading out properly but this is my problem: campaign structure: 1. Intro (camscripting+kbtell) 2. Intro for mission 2 (all kbtell texts from previous mission (1.Intro) get displayed at once :confused:) 3. Mission 2 no one else experienced troubles with kbtell in intros? this also happens when i preview the intro in editor - i always have a huge block of text from the previous previews on my screen.
  3. woot? virus warning?! i think zipper5 is right about that :) settitletext ""; is not working for me - do you mean "titleText ["", "PLAIN"]" ?
  4. sorry for bumping this old thread, but better than open a new one :p is there any solution to this mentioned loudness bug with playsound? no matter wether i use mono or stereo files, the sound always has massive differences in sound volume everytime it plays. are we doing something wrong or is that a known issue? i did not found a ticket on CIT for this. edit: nevermind...
  5. i would like to use "bis_ew_fnc_infoplace" wich is supposed to give these cool location hints from EW campaign. unfortunately iam not able to get it to work :( i get this error message: "Recource Title RscInfoPlace not found" the sound is playing but no text is shown. i tried many different variants like this: sqf = ["South-East Chernarus","South-East Chernarus"] spawn bis_ew_fnc_infoplace; thx in advance!
  6. PeterBitt

    Simple First Aid Module

    i still cant get it to work correctly :( either the units are invincible or, when using "this setVariable ["BIS_allowDamage",true]", the unit seems to have more health but is dying instead of falling uncontious... the nice blood-screen effects are working good. still no documentation on this?
  7. PeterBitt

    ARMA 2: OA beta build 79600

    installed. you are to good to be true bis! awesome ... if you could look at the bugs in my signature one day, ill be the happiest man on the planet :p
  8. :D i try to convince my bets mate to play arma with me scince arma 1 came out. ill check these videos and try again!
  9. PeterBitt

    What's the overall best rifle for the AI in Arma II?

    makarow ftw! everything else is just cheating :D
  10. PeterBitt

    BI Developer's Blog: An interesting new entry

    its only good for bis to expand their portfolio, and making another simulation is also a good thing for them because they already have a good name in this sector. i just hope that this wont cut down the arma 2 support :o and i scincerely hope that this game will sell well enough to finance ArmA III!
  11. PeterBitt

    BI Developer's Blog: An interesting new entry

    :eek: they actualy recorded jet sounds too? omg the hours are passing so slowly today...
  12. ? ok i sead just "arma", but the thread says "arma 2". i want to play the arma 2 sounds. with the conversation system i can use "\ca\dubbingradio_e\RADIO\Female01EN\DEFAULT\SOM\SupportOnWayStandBy.ogg" for example, but doing this with sounds dosnt work.
  13. another old thread i want to bump :o my question: is it possible to use the bis_fnc_3Dcredits in camera.sqs intro sequences? i tried it but no text is shown, hopefully someone knows a solution.
  14. i know this thread is pretty old, but could someone pls say how to use the original arma sounds without adding them to mission folder? i tried the same as columdrum but the sounds dont play neither i get a error message. maybe you got it working columdrum?
  15. PeterBitt

    ARMA 2: OA beta build 79384

    yepp i remember to have this ever scince arma 2. and also some sounds get ~200% volume after alt+tab.
  16. PeterBitt

    BI Developer's Blog: An interesting new entry

    haha this topic is awesome :D i realy like the idea about some korean DLC, i hope you are right about that!
  17. PeterBitt

    ARMA 2 1.09 vs ARMA CO

    one thing that arma 2 does better than OA in harvest red campaign is, that for example cooper has a different radio voice than with arma 2. his conversations are with the usual cooper voice but when you use the radio, he has one of the new OA speakers. if i remember it right...
  18. hi, iam frustrated, i searched for hours and tried different variants but i cant get scripted waypoints to work with my editor placed group :mad: i use the following script, wich strangely works perfect with groups created via "creategroup" but my editor placed group is just not moving: wp4 = bluegrp1 addWaypoint [getMarkerPos "bg1wp2", 1]; wp4 setWaypointType "MOVE"; wp4 setWaypointSpeed "NORMAL"; wp4 setWaypointBehaviour "AWARE"; wp4 setWaypointFormation "DIAMOND"; wp4 setWaypointStatements ["true", ""]; my problem is that i have no understanding about scripting, i dont know when i have to use "_" or all the brakets and i dont know wether to call the script via "exec" or "execVM" ... and must it be an "sqf" or "sqs"? till now its an "sqs" wich i called via: [] exec "scripts\WaypointTest.sqs"; a little hint on what iam missing would be much appreciated. thx for all the help i allready got from you mates!
  19. with your help i was able to execute the scripts from columdrum´s mission and finaly made it! thank you all for your quick help!
  20. @columdrum: thx for the demo mission but there seem to be no triggers to call the scripts in the mission? now i have this setup in my mission: WaypointTest.sqf _wp4 = bluegrp1 addWaypoint [getMarkerPos "bg1wp2", 1]; _wp4 setWaypointType "MOVE"; _wp4 setWaypointSpeed "NORMAL"; _wp4 setWaypointBehaviour "AWARE"; _wp4 setWaypointFormation "DIAMOND"; bluegrp1 setCurrentWaypoint _wp4; Trigger [] execvm "WaypointTest.sqf"; i get the massage that "type script, awaits nothing" when i try to add this to the "on activation" field, so i tried: [] exec "WaypointTest.sqf"; now the script is getting executed but the group is still not moving to waypoint :j: if you maybe could re-upload your mission with the triggers, i would be happy.
  21. thx, i tried to get it to work as a "sqf" and to call it via "execVM" but i cant even get the sqf to start (a little bit of sqs-scripting skills is all i have :confused_o:). would it be to much to ask wether someone could post the two codes from the first post as a working version :o trying to figure out the biwiki pages is very hard or even impossible with my low english and scripting skills...
  22. hi, i remember earlier versions of arma 2 had the nice feature that the radio comandos/talk became direct talk when you where close to the unit that talks. the unit actualy moved its lips and the speech came from the unit and not the radio - just like the new conversation system works. was that feature canceled for performance reasons or should i add a ticket to cit? this realy annoys me because it increased immersion greatly and helped to identify with my teammates ... especialy missing it in harvest red or pmc campaign :( i hope one can understand this bad english
  23. i was wondering if there is something like this http://community.bistudio.com/wiki/fn_vbs_doMoveEx_%28VBS2%29 aviable for arma 2 too? currently i use http://community.bistudio.com/wiki/commandMove wich lets the units return to formation everytime they reached the destination:( my goal is to script move commands from the leader to get some nice flanking manouvers with radio chatter. i have the first harvest red mission in mind, where miles stays on overwatch while the team speads up to flank the position.
  24. i cant thank you two enough! success! the advantage of SaOks script is the radio communications, its exactly like i wanted it to be. but thanks to neokika too because this looks very useful for my mission editing future - this function thing might be of use in many situations. thx! thx! thx! ---------- Post added at 04:16 PM ---------- Previous post was at 03:54 PM ---------- @SaOk: i tried to get two teammates to move to the waypoint as a sub-squad with the following code: _nul = [[p2,p3], position marker1, 0, "MIDDLE"] execVM "command.sqf"; is this the right way to do so? unfortunately the will return back to formation when done... when i use the script on a single unit it just works perfect!
  25. thx for the replies, unfortunatelly iam a complete noob when it comes to scripting... @neokika can you tell me how to use that function pls? i have to make a .sqf file with the code but i dont know how to call it :o it frustrates me that after ~6 years of mission editing i still can not understand the most simple scripts, copy and paste is all i can do ... poor edit: i thought that i could get SaOks scripts done, but i dont know what i have to put in the red space: _nul = [groupmember name, position to move,some number, unitpos at pos] execVM "script.sqf";
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