Jump to content

drift501

Member
  • Content Count

    85
  • Joined

  • Last visited

  • Medals

Everything posted by drift501

  1. 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.
  2. Hello. In this mission I am making I want a Huey to play music that you can only hear when the huey is nearby. I tryed this script in a trigger with h1 being my huey. h1 say3d "VTE_fortunateson" but apon mission start It says it cannot find "VTE_fortunateson". This is the classname of the music I want to play because the song plays apon the playMusic command. Any help would be appreciated, Thanks, drift501
  3. 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
  4. drift501

    Hell in the Pacific MOD

    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).
  5. 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.
  6. 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?
  7. 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.
  8. 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
  9. Ok. Thanks guys, I will try both of these when I can get onto the computer.
  10. 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.
  11. 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!
  12. Hello. The 2.1 download doesn't seem to work for me. I click on the multiupload link and it doesn't work.
  13. 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.
  14. 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.
  15. 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!!!)
  16. 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.
  17. Great mod, been playing it for a while, here's one problem that really is bugging me on any mission I make that involves stukas strafing targets, when I set a seek and destroy waypoint over where I want them to strafe they dont do anything but if I use doTarget and doFire or a destroy waypoint the bomb hits first time. Thanks, drift501
  18. If you havn't resolved this yet I believe the easiest way to do it is set a trigger that detects when you enter it and, then set the civilians first waypoint right next to the civilian. Once you have done that syncronise the waypoint and the trigger. That way the civilians waypoint will only activate when you set off the trigger.
  19. No. what I meant is the characters are too hard atm. At the moment I am working on the terrain and weapons for the mod.
  20. Hello again. I need some units to include in my Wild West mod. I've had a shot at creating my own but it all was just too hard. The units I need are just some basic cowboys, indians, sherrifs and their deputies, store owners and random wild west style civilians. Thanks, Drift501
  21. I would like to see an fa18c and fa18e and also an e2c hawkeye.
  22. Hello. I am making a mission on Isla Duala and have JDogs' USS Nimitz in the sea. Now I wan't Meatballs F/A-18F Superhornet to land on the USS Nimitz. I know I could use unitCapture/unitPlay features but that removes the animations and the AI look much smoother when they land on the carrier (I know this because on some maps there are airport ILS's set underwater so I place the carrier on top of the ILS and set autoland (looks like a real landing)) and I saw in some thread how to set a new ILS in an aircrafts init line so I was just wondering how to do this. Thanks, Drift501
  23. Hello. When I try to import my satmap and mask into visitor it won't let me because it is coming up with "Error loading 'P:\ZAC\Wild West\Data\Layers.cfg." this is my layers cfg class layers { // make sure all the paths and files are lowercased, this is important for the clutter to work correctly later on without any major problems. class beechsand { texture = "zac_wildwest_data\zac_wildwest_beechsand_co.paa"; material= "zac_wildwest_data\zac_wildwest_beechsand.rvmat"; }; class deepdesert { texture = "zac_wildwest_data\zac_wildwest_deepdesert_co.paa"; material= "zac_wildwest_data\zac_wildwest_deepdesert.rvmat"; }; class desertcliffs { texture = "zac_wildwest_data\zac_wildwest_desertcliffs_co.paa"; material= "zac_wildwest_data\zac_wildwest_desertcliffs.rvmat"; }; class desertsand { texture = "zac_wildwest_data\zac_wildwest_desertsand_co.paa"; material= "zac_wildwest_data\zac_wildwest_desertsand.rvmat"; }; class drygrass { texture = "zac_wildwest_data\zac_wildwest_drygrass_co.paa"; material= "zac_wildwest_data\zac_wildwest_drygrass.rvmat"; }; class lushgrass { texture = "zac_wildwest_data\zac_wildwest_lushgrass_co.paa"; material= "zac_wildwest_data\zac_wildwest_lushgrass.rvmat"; }; class snow { texture = "zac_wildwest_data\zac_wildwest_snow_co.paa"; material= "zac_wildwest_data\zac_wildwest_snow.rvmat"; }; class steepcliffs { texture = "zac_wildwest_data\zac_wildwest_steepcliffs_co.paa"; material= "zac_wildwest_data\zac_wildwest_steepcliffs.rvmat"; }; class underwaterrock { texture = "zac_wildwest_data\zac_wildwest_underwaterrock_co.paa"; material= "zac_wildwest_data\zac_wildwest_underwaterrock.rvmat"; }; class legend { picture="Wild West\source\mapLegend.png"; class colors { beachsand[] = {{ 230 , 230, 120 }}; deepdesert[] = {{ 236 , 230, 149 }}; desertcliffs[] = {{ 196 , 177, 121 }}; desertsand[] = {{ 220 , 210, 102 }}; drygrass[] = {{ 170 , 190, 80 }}; lushgrass[] = {{ 120 , 190, 80 }}; snow[] = {{ 255 , 255, 255 }}; steepcliffs[] = {{ 80 , 80, 80 }}; underwaterrock[] = {{ 120 , 121, 120 }}; } }; Any help would be appreciated. It's nothing wrong with visitor because I completed Sgt Ace's tutorial and visitor loaded the layers.cfg fine then. Thanks, Drift501.
  24. drift501

    Visitor can't read Layers.cfg

    Not sure how to do this but I will eventualy learn (hopefully). I have a 20480 metre by 20480 metre terrain size and my sat and mask files are 2048 pixels by 2048 pixels. Tex2View can open up all my paa files and it has set itself as the default program to open png files And it can open my satmap and mask layers. I have changed my paths so they now look like this P:\ZAC\wildwest\ inside that are my data and source files. Will do. Thanks
  25. drift501

    F/A-18 Super Hornet

    Is it possible to make the AI lower/raise the tailhook? And also this might be a little off topic but if I want the AI to land on the carrier I need to set an ILS in their init right? If so how do I do this
×