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Havok66

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Posts posted by Havok66


  1. 9 hours ago, rekkless said:

     

    You sir are a legend, and you've even added a whole bunch of other sounds. Thanks you so very much.

    Thanks for the legend status lol but I just used some internet sleuthing to find that. Can't take any credit for putting it together. Here's the site I found it on if anyone is curious: http://a3militaryradiovoipvoiceeffect.blogspot.com.au/2016/07/how-to-get-military-radio-voice-effect.html

    Also, I just realized I've seen some of your YouTube videos, great vids!


  2. On 4/15/2017 at 11:56 AM, rekkless said:

     

     

    Thanks for the links and info fellas, but they aren't the sounds I'm looking for. The sounds in that video are a custom sound set not the sounds from any previous version of TFAR. I used to have them back when that video was released but his link is now broken. I was just hoping someone else might have them.

     

    For confirmation check out 0:16 of that video.

     

     

    Here ya go: https://www.mediafire.com/?1h0l0m12esgox9k

    They're under the "radio-sounds" folder. Not my upload so there's some other sounds in other folders too.

    EDIT: Also don't follow that readme. It's wrong. For my installation of TS3, I replaced the "radio-sounds" folder in my installation folder TeamSpeak 3 Client>config>plugins>radio-sounds


  3. I'm trying to return a vehicle to its original position if it's unoccupied for 60 seconds. This is my code in the vehicle's init field but it doesn't move the vehicle after waiting 2+ minutes. I do know the variable orig_pos is properly stored and working.

    orig_pos = (getPosATL this);
    
    while {true} do 
    {
    	if ({alive _x} count crew this == 0) then {this setPosATL orig_pos} else {};
    	sleep 60;
    };
    

    I'm no doubt making some dumb mistake and any help would be greatly appreciated. Thanks!


  4. And if I'm reading this correctly on the workshop..if I do want them saved as a local mod...I have to REdownload the entire mod again?  Is that right?  

     

    As the guy who maintains our servers uploading mods, etc.....this is not an enjoyable change.

    I have this same difficulty. I found an easy workaround though.

     

    Select a folder somewhere for temporary storage. In your launcher mod list hit the "..." on a mod to "Display more options". Click "Copy to a folder" and select the folder you created.

    It will copy the mod over to your previously selected folder. It might even work to copy the mod right to your server if you use symbolic links.


  5. These files were being stored in workshop and doubled in the arma root..

    They are now linked to the files in the workshop folder to save space...

    You should be able to find the files themselves there but as you say it is also convenient to save as a local mod

    Thanks for the info. Guess it's time to figure out how to change Steam's workshop save location if it's possible...


  6. I'm trying to pass a unit's position to a script whenever it's "killed" eventhandler fires. It doesn't seem to be working as the script does not recieve it.

     

    This function applies an eventhandler to all independent units.

    if (isServer or isDedicated) then {
    	fnc_ehkilledindependent = {
    		independent_units = [];
    
    		{
    			if ((side _x) == resistance) then {
    				independent_units = independent_units + [_x];
    				{_x removeAllEventHandlers "killed"} forEach independent_units; 
    			}; 
    		} foreach allUnits;
    
    		{_x addEventHandler ["killed", {[position this]execvm "the_script.sqf";}]} forEach independent_units; 
    	};
    };
    

    I know the eventhandler properly fires for all independents when they are killed, but their position isn't passed to my script. If anyone could tell me what's wrong it would be much appreciated. Thanks!

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