Jump to content

weirdo10o4

Member
  • Content Count

    48
  • Joined

  • Last visited

  • Medals

Posts posted by weirdo10o4


  1. Read before you comment.

    Yes I did search. Well that sums it up quite well. Right after I jump out it now

    decides to teleport me to the ground, subsequently killing me. It doesn't do it

    if I sneak off the side of the ramp though, crouched. But it does if I crouch

    off the back. o_O. No, there's nothing wrong with my scripts

    Script:

    1 setrain 0;
    1 setfog  0;
    _unit = _this select 0;
    showmap false;
    showgps false;
    
    waitUntil {((getposASL _unit select 2) < 5500)};
    [_unit] exec "ca\air2\halo\data\Scripts\HALO.sqs";
    
    waitUntil {((getpos _unit select 2) < 2000)};
    _unit setpos [getmarkerpos "DropZone" select 0, getmarkerpos "DropZone" select 1, getpos _unit select 2];
    

    Searches before I realized the oddity:

    ---------------

    EDIT:

    I got it to go away somehow, but this seems completely undocumented?


  2. Well I know how to use the listed sounds, but I'm trying to use a default C130 sound which isn't listed:

    "C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\Common\ca\sounds\Air\C130\int_forsage_1"

    Scripts execute like this:"\ca\air2\halo\...\...\halo.sqf"

    But sounds give error when you try it that way:

    "\ca\sounds\Air\C130\int_forsage_1"

    and that is a sound according to the config..

    And before you ask, I've used the search function here, google and youtube with the following keywords:

    sound tutorial, Operation Flashpoint sounds, arma 2 sound execution -multiplayer -custom -card -execution(oops), sound tutorial armed assault 2, arma 2 use game sounds default -custom

    etc,etc,etc

    And that was my script. Maybe I wasn't clear enough.

    I'll take your second advice of reading that editing guide.


  3. I still can't find the relevant things, though I did find the configuration viewer.

    Scripts execute like this "ca\air2\halo\data\Scripts\HALO.sqs" so why don't sounds?

    Also, during HALO setDir can't be used to change direction, what should be used instead?

    ---------- Post added at 12:55 AM ---------- Previous post was Yesterday at 11:31 PM ----------

    You did not just have me scrawl around for that.

    I said C-130 sound from the C-130 cargo space. Not factory sound from the factory.

    :mad:

    Here it is

    1 setrain 0;
    _unit = _this select 0;
    
    Playsound [i]"C130_internal"[/i] // [b][i][u]not the actual name[/u][/i][/b]
    
    waitUntil {((getposASL _unit select 2) < 5500)};
    
    Playsound "";
    _bbC130 = createSoundSource [[i]"C130ext"[/i], position C130, [], 0] // [i][b][u]not the actual name[/u][/b][/i]
    
    [_unit] exec "ca\air2\halo\data\Scripts\HALO.sqs";
    _unit setdir 180;
    
    waitUntil {((getpos _unit select 2) < 2000)};
    _unit setpos [getmarkerpos "DropZone" select 0, getmarkerpos "DropZone" select 1, getpos _unit select 2];
    
    //"C:\Program Files\Steam\steamapps\common\arma 2 operation arrowhead\Common\ca\sounds\Air\C130\int_forsage_1"
    

    How do I play C130 internal, C130ext since they're in the directory

    "ca/sounds/air/c130/"


  4. It's obviously not made with default sounds, at least not from the C-130 cargo

    space. And no, I didn't find any relevant reference to a C-130, C130, hercules,

    halo, drop, aircraft, insertion, .ogg, etc,etc,etc. :(

    I can't find info on browsing the game files either. To find out whether the V22

    has two endamageable engines for example which is why I didn't settle for a

    crude solution.

    And not even this thing has relevant articles, though I'm too tired to be certain:

    http://www.armaholic.com/forums.php?m=posts&q=6751

    (Although it does have Spanish in it, so I might be searching with the wrong

    language)


  5. They won't play with switchMove or playMove. Other moves work fine with this code:

    //[unit,animation name] execVM "animation.sqf"
    
    _unit	  =	 _this select 0;
    _anim	  =	 _this select 1;
    
    _unit disableAI "TARGET";
    _unit disableAI "AUTOTARGET";
    _unit disableAI "MOVE";
    _unit disableAI "ANIM";
    
    *
    _unit playMove _anim;
    

    * I also tried _unit setdamage 1 there.

    So how do they work?

    I'm trying to make a crash side mission where you have dead crew members sitting in a wreck.

    http://community.bistudio.com/wiki/ArmA2:_Moves


  6. I think the empty menu lists are vast and counterintuitive. (Guessing: )To solve the problem, the faction option should be left usable, but not mandatory or be replaced by something when using the empty list? I think it's rather annoying that there are eight lists of objects scattered about in the first menu, and they don't even separate desert from woodland.

    On another note, the editor should be brought to the 21st century with an image depiction of your selection. Since "blankets" I'd associate with a few worn old mattresses where a renegade commander might sleep during his command, not a pile of four luxurious looking Middle Eastern blankets neatly folded. Oops, I was lost in the "Objects (Furniture)" menu thinking that it was another mix of items. :D Anyways, it's already been done in-game?

    Do enlighten me if I've missed some great tool.


  7. Pretty much, not just an effect, I need shrapnel to rain down.

    Something like this:

    Simply, how do I create tracer rounds, since the bullet/ammo list doesn't make it possible.

    I need to add them in the mission to give some visual warning to the player of the coming danger since A2 doesn't do shrapnel/random bullets normally. I plan

    on creating random streaks of tracer bullets flying around randomly, and a focused jet of normal bullets raining down on the city, where you have to work

    your way to accomplish some tasks, to secure the area, evacuate and stop looting of duds and so forth.


  8. I'm trying to create tracer bullets via scripting.

    for [{_i = 0},{_i < 1},{_i = _i + 1}] do
    {
    for [{_b = 0}, {_b < 200},{_b = _b + 1}] do
    {
    	sleep 0.001;
    	_shrapnel = "ACE_B_127x99_T" createVehicle [posES select 0, posES select 1, 1];
    	_shrapnel setVelocity [((random 300) - 150),((random 300) - 150),(random 300) + 150];
    	_shrapnel setdir (random 360);
    	_shrapnel setvectorup [((random 100) / 100),((random 100) / 100),((random 100) / 100)];
    };
    };

    Normally the nuke would be in the first braces before the shrapnel blast, but I'm

    just testing. That won't create tracer rounds, but it does make a large blast of

    bullets.


  9. Hi,

    I've been making a mission where you have a very large explosion of an ammo

    depot. It utilizes the smallest ACE nuke, a 300 ton explosion, but its deadliness

    really comes from the hundreds of bombs and grenades it throws up to 500

    meters away randomly.

    Now I've been trying, unsuccessfully, to discover how to create tracer rounds

    via scripting, for their awe inspiring effect and warning. I went through large

    parts of the weapons list(in any case just to check them out), googled and

    searched. All I got were large blasts of dust puffs around me from normal rounds

    with no visual warning.

×