drift501
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Is it possible to create a custom items?
drift501 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. I am creating a mission series right now and I need some custom items such as money and documents. Is there any way to do this in the mission file rather than having to make a custom add-on. Ifbanybody can help it would be appreciated. -
Arma 2 Addon request thread
drift501 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hello. I would like an animal mod that adds animals like deer, bears, elk, wolves and others like that that you can control with waypoints, will behave passivly or hunt other animals and that when they detect a human or predator flee. Thanks, drift501 -
Hell in the Pacific MOD
drift501 replied to mr pedersen's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Anymore progress on this mod guys… iv'e been continuously posting new content and it all looks great, so how much more content do you have to finish before first release. I know how hard all this is as at the moment I am making my own game (Pacific War, btw). -
Select from a random choice
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I found a function on the Biki that calls from a random selection so would this code work. goto = ["s1", "s2", "s3"] call BIS_fnc_selectRandom; #s1 rh play3d "s1" goto = ["s2", "s3"] call BIS_fnc_selectRandom; #s2 rh say3d "s2" goto = ["s1", "s3"] call BIS_fnc_selectRandom; #s3 rh say3d "s3" goto = ["s1", "s2"] call BIS_fnc_selectRandom; Would this script work or not? -
Making a BUSY squad unit take orders again
drift501 replied to madrussian's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Finished product would open up lots of new posibilities, like where you are fighting a loosing war and then stumble across a town, hire some armed civilians and get them to attack the enemy from the sides and back. -
Voice actors forum group - find actors or become one!
drift501 replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello all. I am needing voices for a missiom I am making. I will sort them out in to categories -American accent shouting with a sense of urgency: This is Bravo Squad requesting snake and nape right now god dammit. Contact, Get Down! It's an ambush. Go, Go, Go -American accent normal, calm yelling: Squad, get in that Huey. Bravo Company in position, moving out now. Move Out. Squad, Dismount -American Accent with radio distortion: Roger That. This is Charlie Alpha Sierra One I'm packing snake and nape, give me the co-ords and I'll light charlie up. This is Alpha Squad. We are in position, radio in when we are moving out. Thanks for anyone that does this and I will definately credit anyones work in the released mission. Thanks, drift501 -
Select from a random choice
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok. Thanks guys, I will try both of these when I can get onto the computer. -
Select from a random choice
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks, this is not what I wanted but I can put this to good effect in my mission anyway. Is it possible to have a code like this. (when I say this I mean can someone edit it to work) selectRandom [goto #s1, goto #s2, goto #s3] #s1 rh say3d "s1; selectRandom [goto #s2, goto #s3] #s2 rh say3d "s2" selectRandom [goto #s1, goto #s3] #s3 rh say3d "s1" selectRandom [goto #s1, goto #s2] Is there a code like this I can use with s1, s2 and s3 being my songs, defined as sound so I can use say3d, and rh being the helicopter I want to play the music. -
Hello. I am wanting to create a radio script to be played by a helicopter in my mission. I have defined all my music that I want the helicopter to play in the description.ext using cfgSounds and I can make the helicopter play them by using rh say3d "sound" but I was wondering if I could create a script that will select a song at random, play it and once it's done play another song.
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The Unsung MOD (Vietnam War) Arma 2 Release
drift501 replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Foxhound! BTW I found a little easter egg. In the motorpool you can place via the editor there is an easter egg inside the office area lol! -
The Unsung MOD (Vietnam War) Arma 2 Release
drift501 replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hello. The 2.1 download doesn't seem to work for me. I click on the multiupload link and it doesn't work. -
Making A Vehicle Play Music
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes it is. I have tryed it and it works perfectly. I couldn't hear the music but then as the helicopter got closer to me I started to hear the music and then when it flew right pass me the music was loud and the music started to fade to nothing as it was flying away. -
Making A Vehicle Play Music
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So if I get an .ogg file of fortunate son and put that under Welcome%To%Vietnam.SEA\music then put this in my description.ext class CfgSounds { sounds[] = {}; class fortunateson { name = "fortunateson"; sound[] = {"music\fortunateson.ogg", 1, 1}; titles[] = {}; }; }; and then put this in a trigger h1 say3d "fortunateson" my helicopter should emit Fortunate Son. -
Bravo November - ZA718 (Chinook)
drift501 replied to konyo's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
First!!! Great looking mod. Will download tommorow. (Its 8:00 in the night here and I am just back from a weekend Army Cadets camp. (had to do night dutie from 3:30am to 4:30am lol!!!) -
Making A Vehicle Play Music
drift501 replied to drift501's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It is VTE and yes, it has Fortunate Son, the classname of which is "VTE_fortunateson" and I know this works because h1 playMusic "VTE_fortunateson will play the music but this is not what I want. I want the actual huey to emit the sound (the closer you are the louder the music, the further away you are the quieter the music until you eventually can't hear it) which is what say3d is. It says something about defining sounds in the description.ext. Do I need to, and if so how do I do so.