Sasuke
-
Content Count
51 -
Joined
-
Last visited
-
Medals
Posts posted by Sasuke
-
-
I just need the animation/scene scripts... I'm fine with camera scripts.
-
Hey guys, for the past few months (I'd say about the time I got my G35 Headset linked up with the keybinds for ACRE's Radio) I've had this annoying bug... It's not the G35 as far as I'm concerned, since I removed it and the keybinds and the problem continued. It's a hard to explain problem, but...
Whenever I press the radio button, no sound is played (But the transmitting appears) and the radio isn't heard. After 1-2 seconds, it plays the end transmission sound. If I talk during the silence, it doesn't play the end trans sound till I stop talking... (Although again, nothing is heard). The only way to get it to work is to press, wait for end, press, wait for end over and over until the lucky chance that it plays the begin tranmission sound. Then I can talk, and then it transmits until I stop talking. I don't have to hold CAPS/Keybind, I just have to tap it for some strange reason, say my message, and it turns off automatically. This is becoming a serious problem during 11th MEU operations, and I can't contact Command Staff and have to resort to my RTO doing everything.
I can record a fraps and upload to YouTube (Although a random video of my error doesn't really fit the channel) if you need, but other than that, any suggestions?
Thanks,
Sgt M. Sasuke
11th MEU Nightmare Actual
---------- Post added at 20:08 ---------- Previous post was at 19:56 ----------
Quick update, if I use Caps lock, and then talk straight up it works.
-
How did I not see that... Works like a charm, thanks for the hint... haha..
-
Hey guys, Sasuke here! I've been working on a missions to disarm a nuke called 'Operation: Fallout' and had some pretty good animations put into it. Unfortunately i've just discovered you can't use intro's/outro's in a multiplayer game. This mission was for a Recon Training with a clan. I've worked out a way to set it so if you complete the mission before the nuke timer runs out, you're put in a boat with an AI driver, given some cool music, and you're driven away. If you fail, however, the nuke detonates and you're inevetably doomed. One other options, is that (And I won't spoil how) you get into a situation where you're surrounded. The perfect animation would be what plays at the end of Arma 2's Red Harvest "Bad" ending. Is this an animation, a cutscene or something else? And is it useable in my mission?
Thanks,
Sgt M. Sasuke
11th MEU Nightmare Actual
[Reposted in correct section]
-
Bump, could really use an answer guys, nothing's working...
---------- Post added at 12:32 ---------- Previous post was at 12:30 ----------
titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] ;=== 14:51:29 _camera camPrepareTarget [-55102.08,84473.38,19.82] _camera camPreparePos [3724.91,3606.90,0.45] _camera camPrepareFOV 0.500 _camera camCommitPrepared 0 @camCommitted _camera ~30 _camera cameraeffect ["terminate","back"] // Attempted removing this... camdestroy _camera end1=true; exit; titlecut [" ","BLACK IN",1] _camera = "camera" camcreate [0,0,0] _camera cameraeffect ["internal", "back"] ;=== 14:51:29 _camera camPrepareTarget [-55102.08,84473.38,19.82] // This bit's obviously different in my script _camera camPreparePos [3724.91,3606.90,0.45] _camera camPrepareFOV 0.500 _camera camCommitPrepared 0 @camCommitted _camera ~15 _camera cameraeffect ["terminate","back"] camdestroy _camera end1=true; exit;
And the tutorial I used:
Thanks.
-
Hey guys, made an awesome mission on ArmA 3 (And the same thing applies to A2), and here's how it goes: The starting is a camera shot of an enemy base via UAV Location, and the only way I've found to make it zoom is to add various camera locations (Move it closer, press Left Mouse, move it closer, press left mouse). I don't have the script on hand right now, but would anyone know how to add multiple camera positions to the same script, same camera? And also how to make it flow position to position (Like an actual zoom) or perhaps just have it go between one really high up one, to one really low. And one last thing, is there a good UAV Effect in ArmA 3 to be added to Cameras, or perhaps custom createable effects?
I know this is a mouthfull guys, so let me know if you need further info.
Thanks,
SGT M. Sasuke
11th MEU Outlaw 2 Actual :cool:
-
Ahahaha, I could just imagine invisible Taki's firing at my men... Anyway, I'll give it a shot. Thanks for the help!
-
Hey Guys, I'm working on a mission (And also, thanks for all the help with the previous one. It now runs fantastic!) in which Opfor forces are trying to cross a border to the Blufor region of Chernarus. There are three fortifyable points, in which an addaction on sandbag box does this: It deletes the Sandbag box (ACE) a 45 second bar spawns counting down (A Hint Bar, not sure how to do it, though). After 45 seconds, Sandbags and small Woodland bunkers appear in a sort of box shape with one gap, a USMC Weapon box in the corner, 2 medical boxes in the opposite corner, and an M2 With USMC Basic ammo next to it. I've been thing things along the lines of Createvehicle and Deletevehicle, but not 100% on how to do it. The only other problem is the loading bar. Any suggestions would be gladly appreciated.
Thanks,
SGT M. Sasuke
1st LAR Nightmare Actual
-
That is so much simpler than I thought. Thank you so much!
---------- Post added at 15:27 ---------- Previous post was at 15:17 ----------
One problem; naming a created group with the CreateGroup command. Can't find anything on the syntax list... Although it works with CreateUnit. And editing the Init of the unit too, to add something like this "groupnamehere = group this;" To make it work... Any suggestions?
-
Would it work to setup the ambush, set all probs of presence to 0%, add !alive general && !alive radiotower and name the tower Raditower, make it setoff the Sqf when the tower is destroyed, have the SQF spawn in units that copy all the waypoints from the 0% units, then spawn in the IED?
-
Ok, thanks for the help. I'll find the classnames and stuff and see what I can do. The only downside is I'm still not sure with spawning waypoints at the same time, but I'll get to work on it. Thanks again.
-
Ok, that helps a lot, but the biggest problem is making a script that spawns in certain units, an IED and have the units have multiple waypoints that work with an ambush.
-
Hi, I'm working on a mission for a friend in which upon completion of the mission, you're ambushed on the RTB (To teach our units a good lesson, as they always seem to go 'Casual' on the ride home.) and it works really well with IED's and RPG's and such. Only problem is, you take the same route out as the same route you come back in. I need the ambush to spawn after a radio tower and General have been disposed of.
Here's an image of what the ambush will be.
https://dl.dropbox.com/u/145942019/arma2oa%202013-02-24%2021-20-36-10.bmp (3840 kB)
Any help?
Thanks,
SGT M. Sasuke
1st LAR Nightmare Actual
(By the way, you may have to download the image to get it to work. Right Click >> Save Target As >> Select Desktop in the Dropdown box >> Save)
-
Oh, so let me get this straight:
Addaction needs a GlobalExecute to work Server-Side,
Playmove is a Local script but acts globally?
And Switchmove is entirely local.
-
Playmove is LOCAL? Oh my god, this has screwed up half of my scripts.... So what can I do to make Playmove/Switchmove Global for the whole server?
-
Thanks for the huge explanation, I intend to look further into any issues not solved so far tomorrow.
CutRSC wasn't something I originally thought of, as I rarely use it, but it should work well with this particular scene.
If it isn't too much of a fuss, could you tell me the script for teleporting the players to the given location? Just the Syntax or such should suffice.
Thanks,
SGT M. Sasuke
1st LAR Nightmare Actual
-
Hey guys, working an an absolutely massive mission right now, and i've experienced a few problems:
A) You have the option to save or leave/make decisions throught the mission, and these effect the whole thing. Saving certain people makes them playable, adding to the number of others able to play with you.
Problem: These units do not appear playable when using the SetPlayable Syntax mid mission.
B) When talking to "Sidiki" of "Sidiki's Supplies" (An Ammo and Weapons stash in the mission), everything plays fine locally, but not on Multiplayer! If another player talks to him, it works for them too, but again, only clientside. The script for his talking is a simple Addaction and a Playsound.
C) I need to make a location where if you fail to disarm an IED (25% chance of Success), the explosion knocks out all units. You're then kidnapped by Russian forces and taken to a camp. This is where all the animations from the "Miles Death" Scene play out. I've got most of them down pat, but the knockout, Teleport to camp, etc, are hard. If anyone can help, or has knowledge or suggestions on what to do, that would be greatly appreciated.
This is all for now, there's much more work to be done and I'll continue posting any further problems, if I'm unable to solve them (I'll avoid being a nuisance).
If you need to see the scripts, I can post them in further comments on request.
Thanks,
SGT M. Sasuke
-
I've been trying to deal with this for months, thank you so much for the quick reply and the fantastic help!
-
Well, I've used the ACR units about a billion times, but they shouldn't, according to him, be on the map. The problem was solved my literally copying all units and everything on the map, loading a new map, and pasting it all down. Just for future reference to anyone who searches, the problem seems to be this:
Even if you remove an addon unit, once you've placed it on the map it becomes a requirement.
Thanks Myke.
-
Hi, I've been struggling with this for a while on my mission, does anyone know what's wrong with this script? (It's in my Description.ext)
It says the error is in line 35 (Second to last line) and that it's missing a "}"
class CfgSounds
{
// List of sounds (.ogg files without the .ogg extension)
sounds[] = {Thankyou,Help,FOB,Dontsell,Attitude};
// Definition for each sound
class Thankyou
{
name = "Thanks"; // Name for mission editor
sound[] = {\sounds\Thanks.ogg, 0.4, 1.0};
titles[] = {};
};
class Help
{
name = "Help"; // Name for mission editor
sound[] = {\sounds\Help.ogg, 0.4, 1.0};
titles[] = {};
};
class FOB
{
name = "FOBAttack"; // Name for mission editor
sound[] = {\sounds\FOBUnderattack.ogg, 0.4, 1.0};
titles[] = {};
};
class Dontsell
{
name = "Dontsell"; // Name for mission editor
sound[] = {\sounds\Dontsell.ogg, 0.4, 1.0};
titles[] = {};
};
class Attitude
{
name = "Attitude"; // Name for mission editor
sound[] = {\sounds\Attitude.ogg, 0.4, 1.0};
titles[] = {};
};
All help appreciated, thanks! ;)
-
Whenever I launch my ArmA II: CO using six updater (And about 60 mods+), or even without mods, I always get a popup saying: "Addon 'ibr_lCivilian_Patch' requires addon 'CASigns2'. This causes no problems for when I play, but I just thought I'd mention it.
A friend and I are working on a mission; he makes the core and I do the scripting. But when he sent me the .Sqm and I tried to open it as a mission in the editor, but I recieved the popup error: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.CAWheeled_acr_lr.
Any help would be great appreciated! This mission is for a clan :)
-SPC M. Sasuke
-
Hi, my name is PFC M. Sasuke of the 75th Infantry Divison Combat Camera Team, or CCT. You may have seen some of YouTube video's at: https://www.youtube.com/channel/UCwiYo_fskCK2NP_nXwluAzQ?feature=mhee
We're a realism unit, using ACE, ACRE, and other realistic mods to further increase our gameplay levels to that of reality. I'd like to request that someone make a, hopefully simple, weapon mod, with the model being a Digital SLX Filming Camera, sitting on the right shoulder, held like the NLAW. If this is at all possible, email me at: Mattslatt2010@hotmail.com or Personally Message me on the BIS Forums.
I'm hoping to extend the realism of our CCT ASAP!
Thanks,
PFC M. Sasuke
-
Hey guys, Sasuke here! I've been working on a missions to disarm a nuke called 'Operation: Fallout' and had some pretty good animations put into it. Unfortunately i've just discovered you can't use intro's/outro's in a multiplayer game. This mission was for a Recon Training with a clan. I've worked out a way to set it so if you complete the mission before the nuke timer runs out, you're put in a boat with an AI driver, given some cool music, and you're driven away. If you fail, however, the nuke detonates and you're inevetably doomed. One other options, is that (And I won't spoil how) you get into a situation where you're surrounded. The perfect animation would be what plays at the end of Arma 2's Red Harvest "Bad" ending. Is this an animation, a cutscene or something else? And is it useable in my mission?
Thanks. Regads,
Sasuke.
[sorry if posted in the wrong sections]
---------- Post added at 18:52 ---------- Previous post was at 18:39 ----------
Just thought I might add, is there a way to apply what I think is an SQS or SQF to a unit or object? Say, you go up to the SCUD, select from a drop down menu (Somehow using sqf/sqf for this part, advice would be welcome) 'Disarm' and your character plays the 'Fix Vehicle' animation, then 10 seconds later you're given the good ending. :D
Civilian-Filled Street
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Hey, I'm working on a mission in which US forces are executing a patrol down a Sangin Market Street, when civilians a start to crowd the sides of the street (Forming a sort of Parallel line going up and down the street)...
Anyway, it's obvious ArmA can't handle this many Ai, so is there a way to make it perfectly work so as you walk, civilians disappear behind you, and more appear ahead as you get further down the street. Setting view distance forced to 100-200 to simulate a tight quaters area might work, but I still understand this is a very hard thing to script.
Suggestions?
Thanks,
Sgt M. Sasuke
22nd MEU Outlaw 2 Actual