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Bungdup

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About Bungdup

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core_pfieldgroups_3

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    Beer, Saturday Morning Cartoons, Painting Drawing, Paintball, Being Stupid, Partying, Metal rock, As
  1. Yea, I've since tried changing that to say sound/TMCInvasionCanadian1.ogg but there's no new results. EDIT: And now that I've added the filepath it's saying that it can't find the file >.< EDIT2: Wh-What!? Now, when the mission loads, it's -spawning additional helicopters- HOW TO I MANAGE TO FAIL THIS BAD!? *facedesk* Yea, mission must be totally corrupted or something. Upon loading, it's now flinging ships and helicopters around like a chimp flings poop. The highlight of this was 2 destroyers and an aircraft carrier spawning clumped together into a single... thing, about 300ft in the air, and falling right on top of one poor, unfortunate frigate. EDIT3: Okay, somehow, -without- pressing shft+ctrl+c and shift+ctrl+v, everything on the map got duplicated, so the map's canned. I'll keep it for script referance but it's all but done for.
  2. Yea, that was one of the things mentioned by all the guides I referanced. I've even fully exited the game and restarted it after making changes, but there's just nothing happening :confused_o:
  3. Plus/Minus seems to have no effect. Heli flew the whole opening sequence without playing the voice file, so it's definitely not just slow to load...
  4. Well 80db is about the volume of the average person yelling, which is what I'm going for. I did initially try to run it through a trigger after the unit's init line showed no result, but to no effect.
  5. So, following the steps found... here: http://forums.bistudio.com/showthread.php?97542-How-to-insert-custom-sounds-(dialogues)-in-Arma-2-Voice-acting-request here: http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html#Step 11 and here: http://community.bistudio.com/wiki/Description.ext I've created a single short bit of dialogue, both as an initial test on mission start that the custom dialogue is playing correctly and to add a bit more of a challenge to myself. The dialogue itself is one-sided right now - the player character is simply going to be reciting the team's objective as their heli flies towards their LZ. Recording is done, conversion to .ogg and .lip is done and they're sitting in their own sound folder. I've also added the following to the description.ext: and in game, in the player's init box, I've got: But to no effect. I'm not getting any error messages, so the game does know that the file is there. It's just not playing it at all. I'm quite... befuddled? Any dialogue/voiceover experts mind point out whatever it is that I'm missing?
  6. Hmm, I personally don't seem to be having any sort of conflicts myself between the three custom landmaps I've downloaded. I don't doubt that it can happen, I just seem to be lucky in the maps I've picked :P As for load times and memory usage, Load times are, oddly enough, actually faster than before I modded the crap out of it. I know, LOLWUT? Doesn't make any sense to me either, but I'm not about to look a gift horse in the mouth :P And I run task manager in the background all the time to make sure there aren't any unnecessary processes popping up that could slow the game down with an unexpected spike. Developed the habit from FO3 and NV, both of which were infamous for CTD if there was -any- sudden change in background memory use. My memory while running CO has always sat around a comfortable 30-35%. Also: Had another awfully hilarious medic-related incident... Was testing a custom scenario, and got hit by an enemy. I'm lying on the tarmac, bleeding, and the medic comes over, grabs me, and pulls me away... Right into the path of an oncoming OPFOR BTR that's barreling down from the far end of the airstrip. Guess who became human hamburger? Thanks, Doc. Standup job. Really deserve that red cross on your arm. XD
  7. Only reason I'm still loading DayZ is because it adds zombies to the editor. It doesn't affect the singleplayer game at all otherwise. I've tried grabbing COWAR instead of SLX and I still get the same bug, but it does mean I can get rid of INKO Disposable. I'll also try cleaning out the Iranian Forces AI. Will update with findings... EDIT: Good call remembering your issues with Iran AI. For some reason the Iranian Forces Enhanced AI module was countering the wounding system. Sadly however, it seems that the scenario I've been working on every day for the past week is now doomed, because it won't open without the Iranian Forces AI Module. SIGH. EDIT 2: Ha! Decided to open the mission SQF and see if it had a list of mods to load with the scenario. Sure enough, there was.. Deleting Iranian_AI fixed it. Oh, happy days. EDIT 3: Except medics now insist on dragging casualties around instead of healing them XD It's really quite hilarious: Someone's rolling on the ground screaming in pain... Should the medic try to bandage him? Give him morphine to ease his suffering? Naw, best thing to do is drag him around in the dirt for a few minutes while he bleeds out. Medics are jerks.
  8. Wounding system on the mod isn't working for me either. Downloaded COSLX today, and I keep getting either "Script SLX_Wounds\s\SLX_Wounds.sqs not found" or "Script SLX_Wounds\s\SLX_Wounds_Hit.sqs not found" messages. I tried replacing SLX_Wounds with ORC_SLX_Wounds as recommended a couple pages back to no effect. Wounds and the SLX damage/dismemberment system simply refuse to function. Aside from CBA and INKO disposable, all of my mods are quite literally just unit and/or vehicle packs. EDIT: My target line: -mod=@CBA;@CBA_A2;@CBA_OA;@INKO;@ONS;@DayZ;@SteyerAUG;@SCUD;@Iranian_Forces;@Iranian_Forces_AI_Config;@ONS-OA;@Greek_Units;@RHS_SS21;@TGW;@gf_segu;@FDF;@bracer;@SRA;@Tavi;@UN;@SU33;@M1151;@HEXAgon;@lingor;@bell206;@airliners;@M15YO;@COSLX
  9. Indeed, I've managed to get enough done with the ME that I can play around on the map a bit. Suffice to say, even for a beta it's very impressive. Can't wait to see what you do with the second island and the northern bit of Taviana. I did notice the AI doesn't like the suspension bridge very much, by the way. And there's a coffee shop in Dubovo across the road from the main airfield that keeps flinging around some sort of mesh bug that obscures the area around the store. And in front of the government building in Sabina there's a seam along the canal that players can fall through and end up trapped inside the walls. That's all I've found at the moment as far as noticable bugs.
  10. The looting troops in question are ONS Canadians. As I said, giving them infinite ammunition has stopped the looting of small arms, but there still seems to be a habit of taking RPGs (And only RPGs) from bodies. Just the Canadians. Vanilla/OA units don't seem to be doing it, as you said. Not a big deal, because it seems that they don't ever take ammo for the RPGs, but it is rather annoying to see all the same. As for the invisible wall, it must've been some bug with the AH11, because I swapped them out for Merlin HC3s and the Merlins are doing just fine. Oddly enough the crash wasn't bound to a particular spot, but rather an amount of time passed. I moved the AH11s around numerous times, and it kept happening after about 20 seconds in, regardless of where they were placed. Looks like I won't be using the Wildcats anytime soon.
  11. Nope, nothing like that. EDIT: After a few playtests, it seems that infinite ammo has stopped them from picking up small arms, though I'm still seeing riflemen looting RPGs from dead enemy AT units... Also, unrelated to the title, but has anyone ever seen a helicopter just hit an invisible wall and crash? 3 of the 4 British Wildcats in the mission will fly for a short amount of time before they all hit some invisible wall one after the other, and crash into the ocean. The last one seems to make it to land, but it's LZ must be one of the points further down because I never see it after it veers off to the south
  12. Because (if I'm reading your suggestion correctly) that would imply that I want them to be dead on placement, which I'm not talking about. Besides, I do want OPFOR units to scavenge weapons and ammunition from bodies, just not BLUFOR units.
  13. Ran some searches through the forums and google, but a search for 'No looting script' brought back nothing but damn DayZ results, so I have to ask... Does anyone have a script that'll stop units from looting corpses for weapons? I've applied a script to give the AI unlimited ammunition with reloads, but even then they still insist on taking weapons off of enemy and friendly units. So if anyone has knowledge of an init line I can apply that'll stop friendlies from looting weapons off of kills, it would be much appreciated.
  14. Thanks guys! That did the trick! It's exactly what was missing from the referances
  15. Running into some trouble with the mission editor. I'm trying to create a heliborne and amphibious assault on an island, but the helicopters and fighters are all starting out underwater. I've done some searching, and it would seem that the way to get the aircraft to spawn at a particular height is to enter the following into (I'm assuming) the unit's 'initialization' field: "this setposASL [getpos this select 0,getpos this select 150, height]" (sans quotations, of course), where '150' is the unit's desired height in metres. This doesn't seem to work however. Every time I try to preview it, all the aircraft are starting at the bottom of the ocean. Am I missing something? Every thread I've looked through has quoted exactly what I've typed above, which is what I've been putting into the initialization field.
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