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krytosss

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About krytosss

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  1. I want to thank alot of wonderful people here who have helped me learn to use the editor to make my machinima. Some people asked me to post here once it was finished so I could share with you guys. Z Zones is a zombie themed machinima filmed using the Arma 2 Editor. This is the pilot episode below, I hope you all enjoy! Let me know your thoughts! I could also use other editor's help here if anyone is interested in this project. Read below. SYNOPSIS: The zombie apocalypse has happened, and 3 years after the Collapse began, we won ... barely. The brutal one world government, the Defensive Global Alliance Federation, nearly wiped out the zombie virus completely, but has mysteriously left a handful of Z Zones across the world untouched and quarantined. Two groups of survivors named "Guava" and "Honeydew" have been abducted by DGAF and forced into the Z Zones for “testing.†Their only instructions are to be the first group to find the helicopter inside of the Z Zone and fly out to earn their freedom back. Interested in helping? There is a wide variety of skills I need. If you think you can help in any of these departments, please PM me (on youtube preferred): ARMA2 EDITOR: This by far takes the longest for me. Some of the simplest scenes take alot of work due to my inexperience. If you are a great scripter or editor contact me! ARMA2 MODELING: I definitely need someone who knows how or can take the time to help me with certain animations. E.g., the female cannot move her lips. Certain animations could look much better with a little help. PHOTOSHOP: If you can come up with a better Z Zones logo or CrySix logo, let me know! BACKGROUND MUSIC: I also need background music for alot of scenes. What is free out there is fairly limited. VIDEO EDITING AND AFTER EFFECTS: Down the line I will need After Effects and possibly help with video editing.
  2. I want to thank alot of wonderful people here who have helped me learn to use the editor to make my machinima. Some people asked me to post here once it was finished so I could share with you guys. Z Zones is a zombie themed machinima filmed using the Arma 2 Editor. This is the pilot episode below, I hope you all enjoy! Let me know your thoughts! I could also use other editor's help here if anyone is interested in this project. Read below. SYNOPSIS: The zombie apocalypse has happened, and 3 years after the Collapse began, we won ... barely. The brutal one world government, the Defensive Global Alliance Federation, nearly wiped out the zombie virus completely, but has mysteriously left a handful of Z Zones across the world untouched and quarantined. Two groups of survivors named "Guava" and "Honeydew" have been abducted by DGAF and forced into the Z Zones for “testing.†Their only instructions are to be the first group to find the helicopter inside of the Z Zone and fly out to earn their freedom back. Interested in helping? There is a wide variety of skills I need. If you think you can help in any of these departments, please PM me (on youtube preferred): ARMA2 EDITOR: This by far takes the longest for me. Some of the simplest scenes take alot of work due to my inexperience. If you are a great scripter or editor contact me! ARMA2 MODELING: I definitely need someone who knows how or can take the time to help me with certain animations. E.g., the female cannot move her lips. Certain animations could look much better with a little help. PHOTOSHOP: If you can come up with a better Z Zones logo or CrySix logo, let me know! BACKGROUND MUSIC: I also need background music for alot of scenes. What is free out there is fairly limited. VIDEO EDITING AND AFTER EFFECTS: Down the line I will need After Effects and possibly help with video editing.
  3. awesome thanks! I was able to find those files. There are about 40 heavy breathing files. Are you suggesting I delete the sounds from them, then re pbo the package back up for arma2?
  4. I have some units that I plan to insert voices into, but I need to disable the panting and breathing hard after they run awhile. The voicing sounds weird when they are audibly panting, but the voices coming from them do not match the heavy breathing they are doing. Any ideas how to disable this? Thanks!
  5. I'm a noob to modules. How exactly do I do a functions module? My current understanding is (which is probably flawed): I simply use the code you used [myCivilian.... spawn BIS_movingProc]; the BIS_movingProc is already inside Arma2 you're saying, right? Do I simply put this in my init.sqf file? [] call BIS_fnc_initWLib; Also, can I ask another noob question? I often see the "_" in code such as "_unit". What does the _ mean? Is it to just generate a local variable within that section of code that will get rid of it later? I have a hard time understanding when I need to use a _ and when I don't. Thank you so much again!! :)
  6. Kylania - Those behaviors I believe work just for BLUFOR and OPFOR, not civilians. Blackmamb - Yeah that does look intimidating! Do you know how I am supposed to use it? Do I simply just put it into a script file, then execute the script file in my init.sqf file and civilians SHOULD automatically be ok with walking on roads? Thanks for your help!
  7. I am trying to get my civilians to run and/or walk down the middle of the road. They will not do it and I believe it's because the roadways are designed for civilians to avoid walking on them and let vehicles drive by instead. I've tried every combination in the waypoint system I can think of (careless, safe, never fire, full, normal, etc.), and still my civilians will always default to run along the side of the road. The only solution I can come up with is to force dozens of very small waypoints to keep them on the road. Is there some sort of behavior I need to turn off? Disable roads pathfinding or something? Thank you in advance! :)
  8. I am trying to unlock the secrets of the DayZ .pbo in order to produce my machinima. I have two questions: 1) I want to pull some animations from DayZ. They have a "hatchet" in the game for melee. I unpacked the .pbo and found a melee_hatchet_swing.rtm file. Does anyone have any idea how to use this .rtm file to activate the animation in the editor? I only need it in the editor. Simply making a trigger to do activate it on someone would be fine. radio alpha makes "character1 switchmove "melee_hatchet_swing" 2) There are some skins of different characters available in the game. When I choose a "survivor" in the editor, he has a random chance to spawn with one of three different types of shirts. I want to lock it down so he stops changing shirts all the time. To be specific, when I spawn this unit, I go: F1 (units) BLUFOR PMC Survivor Is there code to lock down which shirt he spawns in? Is the .p3d file going to have information inside of it telling me what the name of his clothes are and how to set it? Thank you all for your help! :)
  9. EDIT: N/m, I got it to work. I forgot to save like a moron >.< Thanks! :) I tried doing: It seemed like it had no effect =/ i put it as a separate script file though, would that matter? do I HAVE to put it into the init.sqf? I also tried adding this to my init.sqf: but the two guys are still announcing the waypoints out loud as they walk. any suggestions?
  10. Thank you very much Cuel! I will try these out :) 2) the problem I had with "careless" was that he didn't fire when he was set to careless mode. Btw, is there an easier way to have a unit fire exactly when I want him to? I used a countdown timed trigger (i know, it's ghetto) to have him do fire. -- character1 dotarget "zombie1"; character1 dofire "zombie1"; The problem I have with this is that it seems like he slowly turns to fire, and he seems inconsistent in his behavior. If I make his behavior "combat" he starts to go prone and what not. Any suggestions on how to get him to fire more consistently? 3) For the visual purposes of the Machinima, I want the character to be walking backwards. Has to do with the scene. I was afraid there was no easy way. I will just have a laptop next to me and use it to control him manually for that one scene. 4) Is there a way to add all of that into a script instead of a trigger? I am a bit of a noob when it comes to scripts, but I would like to increase my knowledge in the scripts. I know how to do description.ext, and some basic scripts to run my dialogue in the game, but if there is a way to put all of that code into a script, I would love to try it out for my own knowledge's sake. Thank you again! :)
  11. I have a few questions on some things that are seemingly simple, but feel incredibly frustrating. I am trying to make a machinima and would appreciate any kind of help or advice you guys might have: 1) I have a group of units set to move around on some way points. How do I get the group leader to be quiet and stop announcing the movement way points? He keeps saying stuff like, "Move 2!" or "Move to Tree. At. Twelve o clock!!" I've tried disabling radio in my audio settings, but to no avail. I've also turned off Core Conversations and radio. disableai "fsm" seems to do nothing as well. 2) How do I get units to stop reacting to other units dying around them? I am having two civilians kill a civilian, but one of the other civilians starts taking cover and going prone. I do not want them to react to the civilian dying right next to them. I've played with the -- disableai "fsm"; but it seems like they will not kill things either. Is there another way around this w/o using the disableai "fsm"; command? 3) Is there any way to make AI units walk backwards? 4) I have a guy firing his crossbow at a zombie. I need him to actually hit him on the first shot, but he keeps missing every time on the first shot. I've maxed out the unit's skill, but he still keeps missing =/ Is there any way to get him to make sure he hits them? If not, how can I script it such that when character1 fires his shot, zombie1 dies right away and just fake the hit? I don't know what the condition would be for (if character1 fires a shot, then kill zombie1). 5) Is there an easy way or a guide for grabbing sounds from a mod, like DayZ? I want to grab the zombie sound files from there, but I cannot find a way to crack it open or anywhere to d/l the sounds. Thank you to whoever reads this! :)
  12. Thank you guys very much for your replies! SaMatra, I'm a bit of a noob to the dialogue.sqf. I know how to do cfgidentities and how to do cfgsounds in the description.ext, but i'm new to dialog.sqf. Do I simply create an empty file called dialog.sqf in the same directory as my description.ext, copy that code, and then in the unit's init I write: [] execVM "dialog.sqf"; Which unit's init do I put it into? Just one unit anywhere and it doesn't matter which one does it? Muzzle, would I do the exact same thing as what Samatra said, but instead copy in your "waituntil..." code into the dialog.sqf? What are the advantages and disadvantages of sleep vs. waituntil? Thank you all a ton! :)
  13. I am trying to do a machinima in Arma2. I am setting up a scene and using triggers to have two characters have a prerecorded conversation. I want to rerun the scene multiple times to record it from multiple angles. The problem I'm running into is that every time I restart the mission, the delay between triggers is slightly off and they do not say their lines at EXACTLY the same time as previous reruns. They're always off by a 1/4 second or so. I am using a series of triggers in a ghetto way. If anyone has better suggestions, please let me know! Basically, I have one trigger for each line. Each trigger has a time delay. For example: Let's just say line 1 = 10 seconds of dialogue line 2 = 5 seconds of dialogue Trigger1: countdown min, mid, max: 15 condition: true on act: character1 say2d "line1"; Trigger2: countdown min, mid, max: 25 condition: true on act: character2 say2d "line2"; Trigger3: countdown min, mid, max: 30 condition: true on act: character1 say2d "line3"; and so on. all my triggers for the conversation flow like this. As soon as the mission starts, all triggers begin a countdown. Any ideas on why I can't get the characters to sync up their lines everytime the mission starts? Surely there is a 100% way to make the mission dialogue start at exactly the same time, no? Thanks!
  14. I doubt it'll ever happen, but I would be glad to see valve move to linux. It'd help me make the switch more easily to Linux.
  15. Hi there, I love to do voice acting. I have a great quality Blue Yeti Microphone and I can do multiple accents and multiple voices. I am American. I specialize in evil voices and cartoony voices, but I can do a wide range of things. I might ask for two favors in return for my voice acting: 1) Help with figuring out how to do some things in the editor (triggers, scripts, models, etc.) 2) Good technique for post effect voice modulation to change someone's voice to sound different. Feel free to PM me for your requests and we can talk on skype afterward. Thanks! :) -Krytos
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