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Everything posted by frogtop

  1. Hey guys, I've been learning to make dialogue for my missions and came into an error i just can't figure out. When i try to run the latest conversation script, it's saying no entry cfgSentences SquadChatter. I'll show you the description.ext I have and hopefully somebody can shed some light? I've been asking on discord for a couple days and not managed to fix the issue, i'm guessing it's something silly. My description ext below... class CfgSentences { class ConversationsAtBase { class Briefing { file = "brief.bikb"; #include "brief.bikb" }; }; class ConversationsAtObjective { class Complete { file = "objective1.bikb"; #include "objective1.bikb" }; }; class ConversationsAtObjective2 { class Complete2 { file = "objective2.bikb"; #include "objective2.bikb" }; }; class ConversationsAtVisualContact { class SquadChatter { file = "eyesoncamp1.bikb"; #include "eyesoncamp1.bikb" }; }; }; so the top three scripts work fine but when i go to execute the latest one i get the error mentioned at the top. Would appreciate any knowledge because I tried to read the conversations page on the wiki and my brain melted.
  2. Hey guys, I got the problem solved with advice from discord, in the eyesoncamp sqf which i didn't include as I didn't think was the issue, where it calls the two subjects like [SquadChatter , ConversationsAtYourMamas] i has them the wrong way round. thank you for responding though guys. I didn't include enough information for you guys to solve the issue.
  3. thanks for replying, that's the video i followed, ive just tried repeating the same format to add another section but I'm getting the error I'm getting.
  4. Hey guys, I'm having a bit of trouble with something I want to do in the editor and I can't manage to figure it out and it will probably seem very nooby to some of you but I can't find a relevant tutorial so hoping someone can put it in plain English, i imagine it's just a single line or there abouts. I'm trying to place a trigger that activates when the player looks at a target, the target could be up to 1km away though if that's possible, the trigger will just fire a script off for some dialogue i have recorded that's all fine (eyes on target kinda thing). And if I'm able to get two birds with one stone, in the same mission i would like to fire a script but once an AI has joined the players group i was thinking ifThisGeezer is inMyplayersGang hetalk= "Goin on buddy?" unsure how that translates to SQL though
  5. frogtop

    FHQ Accessories pack

    Don't know if someone has asked this yet, but will we ever see where the holo with magnifier actually folds up and down when switching optics?
  6. Hope you're getting on well with these units! I haven't forgotten them yet but been a while since an update, I'm scared haha.
  7. Same problems as Syncie here, is latest beta needed?
  8. frogtop

    What's the point in the campaign atm.

    This is clearly a joke, 'seeing outside vehicles from the reflection of AI passengers visors'...
  9. They are, look at the pants on the models, think Road Runner may confused by g00d69's choice of words "ported into arma 3". Think we're all safe, these guys look awesome.
  10. frogtop

    ASM - Arma Samples Mod

    Holding off on mission making until this comes out, it's destroying me, I check this thread more than I check the clock... Weapons looking nice aswell man nice job,
  11. frogtop

    ASM - Arma Samples Mod

    With the maps now released, it's not long before i can roll on Takistan in a convoy of humvees... Ohhhh the excitement!
  12. M27 IAR is my recommendation or suggestion, as it's due to replace the M249 for US Marines. It's also a cool as hell gun.
  13. I know you're getting bombarded with requests for additions etc. but I must ask something myself (sorry) the M27 IAR is set to replace the M249 SAW for USMC, could you see about getting this in there at some point? Thanks.
  14. Well oh my shiz nit, twist my nipples and call me shirley, SO excited, find myself just unable to get immersed in the 2035 setting which is a shame, but this, the samples mod, and the USMC unit mod by massi will make my life complete. Can picture it now, just need some decent opfor insurgents.
  15. Quick question, when you release this, will zargabad and takistan come with it? Or will they be in a later release? I can't wait to have humvees and LAVs rolling through zarga eeeeek
  16. frogtop

    Tactical AK-74 With Magpul Gear

    Hey, can't find a crate also cant find the class names anywhere? Am I missing something? thanks.
  17. Great, had an 8 v 8 firefight just to test over around 200m distance, that would usually end in a couple of minutes and be boring, this lasted around 8 minutes then afterwards my units remained in cover rather than just getting up and walking around as if nothing just happened. But, blufor AR guys still seemed to fire in one round bursts? Is this just with me?
  18. frogtop

    Beerkan Brit Units

    Don't understand why people have some sort of problem with this, any way, this is a very good solution to having no brits, thanks Beerkan.
  19. wow I'd love to do a campaign with these guys, stop teasing me, any ideas on when a first release could happen?
  20. Looking great them mate, no one will hate you for liking CoD it's fun when you're too tired or drunk for arma
  21. So I'm making a mission using the scar LK mod on SBE USMC troops to make them a bit different from NATO troops and I'm trying to make a script to swap the primary weapon for the scar LP which works fine when in the init line of the unit, but when I make it an sqf and execute via the init line, it tries to apply all the changes to just the player and not the unit that executes the script, so only my characters weapons change if you follow me? This is probably an extremely easily solved problem but can't find a fix (maybe my googling skills are as bad as my scripting). Here's the init line of the unit: this moveInCargo helo1; _null = [this, 1] execVM "loadout_scarlp_hamr.sqf"; Here's the sqf: _player = _this select 0; player removeWeapon "hgun_P07_F"; player removeWeapon (primaryWeapon player); player removeMagazines "30Rnd_65x39_caseless_mag"; player removeMagazines "30Rnd_65x39_caseless_mag_Tracer"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addmagazine "30Rnd_68x43"; player addweapon "tb_arifle_scarlp"; player addPrimaryWeaponItem "optic_Hamr"; player addPrimaryWeaponItem "acc_pointer_IR"; player addweapon "hgun_P07_F"; Thanks in advance
  22. frogtop

    first script problem

    Thanks a lot guys! I knew it would be something simple like that, thanks a lot really helped my understanding of it also.
  23. There's so many options for dyslexi's gear menu i find it really hard to use having to search through so many items, I was hoping for some sort of brab the stuff out of a crate then copy to text, could I do that say in the gear menu mission? add in crates then take my stuff out?
  24. Hi guys, I was wondering if there was a way that I could load a guy up in the editor, then somehow get the text of classnames that he has equipped so i can copy it into a script? Thanks in advance.
  25. frogtop

    STALKERGB's British Infantry

    Figured it out, seemed to work when i moved the new sa80 download into my old sa80 folder.