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spades_neil

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Everything posted by spades_neil

  1. Looks like the website is dead. A pity. I just discovered this tool.
  2. YES. I will use my Captain Woodward clout to get the Eminent Domain vs Alicorn crossover fight I've always dreamed of ever since I began to VA for funny indie plane game with the orange. Someone ported both from their respective games. Now I just need to make them work more than being static props. On a more serious note, if you do add EML pods, please for the love of God just do not make it available on any fighters unless you get into the fancy super planes. But there are script commands to add any weapon to any pylon, which is how I would force-add it to something like an F/A-18 such as what we see in Ace Combat 7. I just don't want every muppet moron using ACE pylons to strap railguns on their fighter when I'm not looking, and blacklisting pylons is a thing I can do sure but it's a pain in the ass.
  3. Hey, Firewill. So hear me out. EML pods. 🙂 Hidden in the code, accessible only through script command. A little easter egg if you were, in the core weapon files. A sneaky little surprise tool that we'll use later. I plan on trying to make one already. Basically just a tank tracer shell that goes stupid fast and has a fancy firing sound, shoved into a vanilla gun pod as a placeholder.
  4. spades_neil

    CSAT Hexcam sample?

    Probably a lost cause considering I am necroing a thread from 7 years ago, but does anyone have this PSD file? The original link is dead.
  5. Since I have spent the last 3 days trying to make my game work and apparently no one seems to have a solution, including Steam support, I started screwing around myself with Steam. Symptoms of problem: DLC is purchased but not appearing in-game, as it is not installed. Solution: Close Steam, restart it in administrator mode, and run Operation Arrowhead. An installation window should appear for ACR and install the game. Problem solved. Can we get a sticky thread or something? Because a ton of people are having this problem.
  6. A couple other threads touch on this topic, but one of them links the solution to a dead forum and the other doesn't exactly answer the question--and the thread was locked for being in the wrong section. If I want a radio (or any other object) to play a music on a loop, with said radio being the source of the sound, how can I achieve this? Like I want it to be dynamic so as a player walks closer or farther, the music gets louder or quieter. Let's assume the prop's name is MusicRadio. Let's assume also that I already know how to add custom sounds to my mission, so we can skip that part. So can anyone help me out? Other applications of this may include a loudspeaker, a propaganda tower, etc.
  7. Any particular codec that the music requires? Aside from OGG format--because I tried to play some other songs, and they didn't work.
  8. It works! :D Now, a final question, is there any way to turn up the volume? Or do I have to manually edit the file? (Looks like the file its self is already a low volume.) I also noticed it's possible to shoot the radio and knock it around. Any way to make it more static so it doesn't go anywhere?
  9. Where can I find a list of music tracks in ArmA 2? I want to go through them and find some that I like. More importantly, how do I attach the script here to the object in-game? Or is that already covered by me just naming the object MusicRadio? Although I don't see any indication in the script to that. I see RadioMusic, but not MusicRadio. Not sure if mere typo or something else. Simply dropping the file in the init.sqf seems to accomplish nothing, however.
  10. spades_neil

    DePBO

    I wound up with something called PBOView. This actually works for me. Hopefully it'll work for other people too.
  11. I just want to slap into my @STALKER folder, because I use it as a radio tune, and it's more convenient to download the song as part of the mod pack instead of being infused with the mission file because the file is so large.I'd do it myself but I don't even know what to put in the config file, nor do I know how to turn it into a bin file. Plus I don't know how bisign files work. Or keys. Can anyone lend me a quick hand? In fact, here's the song file, already in .ogg format and everything. http://www.mediafire.com/?bgvqrodbnzhno9a
  12. OoooOOOoooo... So I can set up a whole playlist if I like? The above two scripts, depending on which one I choose, do they go into my init.sqf? Or do I drop them elsewhere and write [] execVM "whatever-path-the-radio-config-uses.sqf"; in my init.sqf file? I already know the third one belongs in description.ext
  13. So I suppose this is where I post bugs? I'll repost from the website I posted this on. They told me to bring it here since they didn't make the mission. Mind you, this server uses the ACE version of Evolution on Takistan. In addition, the damage icon up in the top-right corner of the screen indicates the damage at 0. It will try to refuel the vehicle, but the moment I press any direction on WASD, the fuel disappears. This even happened once with a fully healed vehicle. Also engineers cannot repair anything, but I haven't played ACE long and therefore know not if that is normal. However, it should also be noted that I cannot tow vehicles when dead crew members are inside. So ACE's tow function is also useless. A roll-mouse option to remove bodies from a blown up vehicle would be nice.
  14. I'm surprised I've not found a topic for this. Or I just suck at using the search function. I want to do what should be some pretty basic stuff revolving around editing the Wasteland gametype. 1. Change available weapons that spawn in cars/crates, so I can remove TWS weapons from the game. Because they're lame. :I 2. Converting Wasteland to work with other maps beside Chernarus. Anyone able to help?
  15. spades_neil

    DePBO

    Necropost because you guys aren't making a ton of sense and I think this is what I'm looking for but I'm not sure. I want to de-PBO a mission file so that I can customize it to my own desires. I have CPBO but as the person above stated I cannot open it. I get a brief flash of a command prompt dialog, and then it disappears before I can read it and nothing else happens. I ran CPBO in administrator mode and have no idea what else I could do.
  16. I need help with a script that will allow pilots of AH1Z, MV22, and UH1Y to be able to fold and unfold their wings using a scroll-option while they are in the pilot's seat. All I understand so far: Now how do I add it to a vehicle's scroll-mouse menu while in the cockpit?
  17. spades_neil

    V-22 Osprey Folded

    Nevermind. You seem to have this idea that I have the faintest clue what I'm doing here. PBO extracting programs break on my computer, and even if I got it open and extracted the config.cpp file, I have absolutely no idea what the syntax means, so this information is useless to me going through lines of script I don't understand. The objective is to have someone explain it to me so I do understand the syntax.
  18. You've lost me. The script to open/close wings already exists in ArmA 2. It's a script that allows me to open and close the wings in-game that I need and I don't understand how this helps me, because the problem they are having is they cannot close the wings without disabling the engines, resulting in hilariously glitchy sideways flying death machines.
  19. spades_neil

    V-22 Osprey Folded

    I'm not understanding how this thread helps me. This is an addon. I don't want a whole addon. I just want a script. If I have a whole addon it means I have to force players playing on my mission to also have the addon. I just want the script to open and close the folding wings on vehicles that can without making it possible to still turn on the engines.
  20. spades_neil

    V-22 Osprey Folded

    Wait, is this a mod/addon or a script to vanilla? Because I can't do anything with a mod, unless it's a serverside addon that the clients don't need for it to work. Regardless I still need the script I'm seeking. I don't really understand what is going on here and I don't know enough about scripting to know the syntax.
  21. spades_neil

    V-22 Osprey Folded

    HUE HUE HUE NECRO I'm trying to do the same thing. Here's my suggestion: If possible, have the option to fold/unfold only available from outside of the vehicle. Make it not only fold the wings, but turn off the engine, AND lock the vehicle, AND kick out all occupants. To access the vehicle, you have to unlock it again from outside the vehicle.
  22. I'm looking through the thread now. Seems they've got a bit of an issue on their hands regarding folding/unfolding the wings. New idea, then. Can I have it set up so you have to be outside of the vehicle to unfold the wings? And when you're folding them, it shuts down the engine, locks the vehicle, and kicks out any occupants? To unlock and use the vehicle, you must use the scroll menu again. I'll ask in the other thread for now unless someone can come up with a quick response for me here.
  23. I'm trying to script an island defense mission on Utes, and I need a bit of help here. Here's what I'm trying to accomplish: - Several AI-controlled AAV7A1 spawn in the water and drive to shore while human players defend the island. - AAV7A1 drop a team of marines when they reach shore, and advance inland together. - Several UH-60 helicopters that land on the beach to drop their passengers and take off again to circle the area, similar to the AAV7A1. - Variable amounts of vehicles per wave. (I want to be able to know how to change the number so I can edit if too many or too little attack at once). ^ That stuff is most important. The rest below is stuff I'd like to know how to do correctly instead of the way I do it. Here's a pretty picture for your amusement. http://i49.tinypic.com/14vpouu.jpg Now, I also want these waves to spawn with increasing difficulty. For example, maybe the first wave is just one AAV landing on the beach and a single group of soldiers going inland. The next wave is two AAV. Third wave is two AAV and an LAV. Fourth wave is two of each vehicle. Fifth wave has three of each vehicle, and now a single UH60 Helicopter is added to the mix. Sixth wave adds a second UH60. Seventh wave adds a Cobra for air support. Eight adds another Cobra. Nine adds a pair of F35. Ten triples all the attacking forces. This might not be exactly how I do it, but you get the basic idea. How I'd do it: Use whatever help is given to me and copy/paste it a gazillion times and delay them from entering the mission. I want to know the correct way of doing it that is more efficient.
  24. Steam didn't even consider my solution until I gave it a shot. They also told me to verify the cache and get on the forums here or contact Bohemia Interactive after a while. It's just a matter of, "We didn't make the game so we don't always know how to fix it." I gave them my solution since it worked for me. They actually thanked me for the additional troubleshooting suggestion and hopefully they've got it saved on their computers now when this issue comes up again.
  25. This doesn't work. Here's a real solution: 1. Close Steam 2. Run Steam as administrator. 3. After having purchased Armies of Czech Republic, launch Operation Arrowhead as you normally would. 4. An installation should appear. 5. There. It's fixed. Seriously, I had to figure this out myself. Steam support doesn't know about this fix and there's no obvious threads here that explain how to fix it. There should be a sticky or something. I was getting close to demanding a refund.
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