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Spades_Neil

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Posts posted by Spades_Neil


  1. Volume better to have set directly in the sound file. You can also try to manipulate with first and third number in Description.ext entry, here:

    sound[] = {"Sounds\Track1.ogg", db+0, 1, 50};

    (I do not know, why there is "db+" part before 0). Frankly never noticed big effect with this number manipulation. More noticeable impact have third number (described earlier), but it is not directly volume controller, only for fading volume with distance. Second is for sound pitch.

    If I remeber correctly, there was some tricks to "stick" the object. You can try attachTo a logic object placed in editor or, simplier, try enableSimulation (put: this enableSimulation false; into radio's init field, then you can't move it even with satchel charge).

    Any particular codec that the music requires? Aside from OGG format--because I tried to play some other songs, and they didn't work.


  2. http://community.bistudio.com/wiki/ArmA_2:_Music

    also in "effects" of any trigger in editor. Not sure, however I believe, that these tracks are registered in cfgMusic, not cfgSounds, so probably can't be used for 3D sound say3D command (?). If you know paths to sound files with these tracks (I don't), probably you can register them also under cfgSounds. Otherwise you need own music ogg or wss files somewhere in mission/addon folder.

    Typo. Just name in editor source object same way, as in the script, Name can be nearly any of course. RadioMusic is only an example.

    Without sound files porperly registered in Description.ext under CfgSounds, there will be no effect. This is also untested code, so syntax errors possible (there was one, corrected).

    Check this demo:

    RadioDemo

    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?


  3. 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.


  4. 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


  5. while {(alive MusicRadio)} do
    {
    MusicRadio say3D "Track1";
    sleep 180;//track length + some few seconds here
    };

    Where "Track1" is name of the class defined eg in Description.ext under class CfgSounds and musicRadio is an object. Of course list can be longer, like:

    while {off == 0} do
    {
    radio1 say3d "bushes";
    sleep 107;
    radio1 say3d "Vintner";
    sleep 18;
    radio1 say3d "autumn";
    sleep 322;
    radio1 say3d "Vintner";
    sleep 18;
    };

     Like I want it to be dynamic so as a player walks closer or farther, the music gets louder or quieter.

    Arma's engine will provide this by itself when say3D command is used. Note also in exemplary sound register:

    class CfgSounds
    {
    sounds[] = {};
     class Track1
     {
      name = "Track1";   
      sound[] = {"Sounds\Track1.ogg", db+0, 1, [color="#FF0000"]50[/color]};   
      titles[] = {};
     };
    };

    red value. Seems, that this is distance from the source defined in meters, above which sound will rapidly fade away with further distance growing.

    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


  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. 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.

    As far as I can tell, it is absolutely impossible to repair vehicles when anything is in the red. I've tried driving repair trucks out to them, I've tried air lifting them back to base, I've tried to tow them but it won't let me because there are people still in the vehicle (there aren't really, just corpses)... Am I doing something wrong, or is this a bug? :S

    Any service points like the FARP or air base only refuels a busted vehicle. It doesn't heal it.

    EDIT: Okay, this is @#$%ed up... I decide to scuttle the tank, so I fire a few shells at it until it's a flaming wreck, then go about my day waiting for it to respawn. When I go back to check on it, I find I can not only climb into the flaming wreck, I healed the tank to orange allowing the air base to fully repair and rearm it. Wat is this I don't even

    Also I can't lift enemy vehicles but I think that is normal. Would be nice though.

    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.


  8. 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?


  9. 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.


  10. Step 1) Download my addon

    Step 2) Extract the config.cpp file

    Step 3) Look at how it was implemented in my mod

    Step 4) ????

    Step 5) Profit.

    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.


  11. The script itself works fine. Just check the paths to the scripts, and change to your correct path

    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.


  12. Check out how I implemented it in my mod here. Defunkt is the guy that figured it out.

    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.


  13. This has already been solved in my TGW Vehicle Fixes thread. I made use of a variable that stored the current amount of fuel; when folded, the vehicle is emptied of fuel which prevents take-off. When unfolded, the fuel is returned.

    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.


  14. Sorry to necro an old thread, but this is directly related to what I am trying to do, as I am trying to prevent this kind of stuff from happening:

    I thought I might try the "engine" eventhandler code, placing this in the vehicle's config entry

    class eventhandlers {
    engine = "_this execVM ""\TGW_VehFixes\scr\MV22_folded.sqf""";
    };

    The code itself went like this

    _mv22 = _this select 0;
    while { _mv22 animationphase "turn_wing" !=0} do {_mv22 engineOn false};

    Unfortunately this appears to do absolutely nothing. I don't want to use an "init" eventhandler because the code would be checking constantly, and it only needs to be checked when someone tries to turn the engines on (and automatically shut them off if the rotor is folded).

    I also tried the following code

    _mv22 = _this select 0;
    while {_mv22 animationphase "turn_wing" !=0} do {_mv22 setVelocity [0,0,0]};

    Which actually works at preventing the player from moving, but doesn't remove the sillyness of the rotors spinning when they clearly shouldn't. It looks even dumber on the AH-1Z and UH-1Y as they suddenly sprout an extra set of rotors.

    I am very much a n00b when it comes to scripting, so I would really appreciate it if someone could help me out here.

    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.


  15. check this post:

    Ghost Pack/Unpack Script

    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.


  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:

    nul=[this,1] execVM "\ca\air2\mv22\scripts\pack.sqf"

    nul=[this,1] execVM "\ca\air\Scripts\AH1Z_fold.sqf"

    nul=[this,1] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"

    nul=[this,0] execVM "\ca\air2\mv22\scripts\pack.sqf"

    nul=[this,0] execVM "\ca\air\Scripts\AH1Z_fold.sqf"

    nul=[this,0] execvm "\ca\air2\UH1Y\Scripts\fold.sqf"

    Now how do I add it to a vehicle's scroll-mouse menu while in the cockpit?


  17. 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.


  18. Thanks for posting a solution. I will try it. I received two e-mails from Steam in the last few days regarding this very problem. They are saying that customers must contact Bohemia Interactive because it's third party software.:confused: Seems the problem isn't with BI to me, but what do I know? The first support e-mail was dismissive and claimed that the content had in fact been installed and that I just didn't know how to find it. I responded with screenshots, to which they replied with instructions for verifying the game's cache, followed by a directive to follow up with BI if that failed to solve it. The BBB has solved problems for me with EA Games. Perhaps some should consider contacting them if this problem continues.

    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.


  19. 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.


  20. Thanks Nicholas!

    To all in this topic:

    SOLUTION FOR STEAM USERS!

    () - Indicate edits to the instructions by me.

    Start steam as admin

    Get to DLC page for ACR (in the Steam Store.)

    Should say play(now) since you've already bought it

    hit play choose ACR (in the "select a CD key window)

    then it will install and there will be a folder (In the ArmA directory to launch with your other mods like BAF and PMC did)

    (Solution by - tiptoes)

    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.


  21. Simply move the "respawn_west" marker locally to the position where the unit should spawn.

    Place a trigger in the editor, condition "local player" and in On Act. add:

    "respawn_west" setMarkerPosLocal (position player);
    

    This will move the "respawn_west" marker per connected client.

    Xeno

    I'm not sure that makes sense in the context of what I want to do.

    I'm trying to make it so players in one group who are all pilots spawn at the air base, while players who are foot soldiers spawn on the other side of the map.


  22. No, they'll respawn to the respawn_west marker. But the eventhandler MPRespawn can run code when they do that would them move them wherever. There was a recent post about this kind of thing a few days ago. Instead of moving the player into a parachute you'd just move the player to the airfield if they are a pilot for example.

    So what you're saying is, if I gather correctly, they respawn (technically) at the west marker--but then teleport to the desired location? How would I go about setting this up?


  23. EAST setFriend [Civilian, 0];

    WEST setFriend [Civilian, 0];

    Resistance setFriend [Civilian, 0];

    Civilian setFriend [EAST, 0];

    Civilian setFriend [WEST, 0];

    Civilian setFriend [RESISTANCE, 0];

    Civilians happily shoot everyone, but no one shoots back. This is a problem. I don't want civilians killing each other, because that defeats the purpose of what I'm trying to do.

    Note: "SetEnemy" was a command I used too, but it didn't do me any good either.

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