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About forzajuve

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  1. Hi, something seems to have broken with the voice acting in my mission, possibly from the apex update. I haven't changed anything in the mission since then but now the audio is skipping, not playing at all or playing at very high speed. the voice acting is always activated by 'say' i.e. player say line1
  2. forzajuve

    'Say' Audio Bugs

    I'm having a couple of issues with the 'say' command First is that if I have a 'say' command using code like this while {true} do { invis6 say "music2"; sleep 290; }; and it restarts while I am in virtual arsenal, then it will become like 'playsound' and stuck on for the rest of the mission, or maybe until it restarts outside of VA. However it only seems to occur for distant objects, at least not in the same building. A similar issue also occurs when trying to do a cutscene i.e. _camera = "camera" camcreate [0,0,0]; _camera cameraeffect ["internal", "back"]; all of the 'say' sounds will become like 'playsound' and stuck for the rest of the misison. Additionally, if I have a character that is talking to the player using 'say', the lines will become very choppy and skip parts. For some sounds in VA and cutscene the sound does not even need to restart, it will just start playing like 'playsound' instantly. Second issue is lip animation with say command. Problem is the lip animation is only working for the player character. I setup a test mission with a playable character opposite the player character and if I switch while the player is talking the lip animation for the player stops. If you switch back to the player the lip animation starts working again for the player. If you try the same line on a character other than player the lip animation does not work.
  3. forzajuve

    Limit Virtual Arsenal items

    Well anyway I downloaded RHS and NIarms and I added all the weapons from that. Plus with vanilla/marksmen weapons and CUP should be plenty :D
  4. try setObjectTexture with a black image
  5. condition: !alive unit1 && !alive unit2 && !alive unit3 && !alive unit4 on activation: ["end1",true,3] call BIS_fnc_endMission;
  6. forzajuve

    Limit Virtual Arsenal items

    I think the 3den way seems to be the easiest and it doesn't seem to matter if I add weapons from a mod which a player doesn't have installed, I wasn't sure about that before.
  7. forzajuve

    Limit Virtual Arsenal items

    So I can't use BIS_fnc_removeVirtualWeaponCargo to be more specific and just remove launchers? what else is popular besides RHS, CUP and NIarms? and if a player doesn't have RHS but I put this it doesn't affect them?
  8. forzajuve

    Limit Virtual Arsenal items

    For your code, that is only adding RHS gear? So if player doesn't have RHS they can't use the mission or error or it just doesn't show up? and what about vanilla gear? I use eden enhanced but the problem with that is I can only add whatever guns I have, whereas using BIS_fnc_arsenal spawns all weapons including whatever mods the player has. Hence why there isn't much point. I'm only using vanilla + CUP unless I'm wrong here, haven't looked into this before scripting ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;
  9. I'm having a bit of trouble getting a VA setup the way I like. I would like to have certain items removed but still allow weapons from mods i.e. remove all launchers, binoculars and explosives and add back just a couple of specific items. The BIS_fnc_removeVirtualMagazineCargo weapon/item seems too broad and if I just add stuff manually after then there isn't much point.
  10. the easiest way is to simply put this in the init of the object this setdamage 1
  11. forzajuve

    [SP] On The Hunt

    Thanks :)
  12. forzajuve

    [SP] On The Hunt

    The year is 2035. Tensions are on the rise between NATO and CSAT. CSAT has deployed a WMD onto Stratis and taken an Informant hostage. Will you be able to stop them? ------------------------------------------------------------------------------------------------------------------------------ Features: -High quality voice acting -Cutscenes -Incredibly detailed and immersive world -Multiple, diverse objectives -Challenging difficulty -Custom sound effects -Player's choice of gear -Autosaves -2+ hours of gameplay +more No addons, mods or DLC required! Credits: Kylania - Technical help and advice (special thanks) Kalom - Testing BrutusDestroyer - Testing Iceman77 - Flip vehicle script Users at BI Forums and Youtubers who make Arma 3 editor videos Voice Actors: Foley - TheMirrorsEnd Informant - sic-disaster Foreigner - Kalom Team Foxtrot Leader - DEL-J Subscribe on Steam Armaholic
  13. forzajuve

    doFire doesn't work?

    Ok I think I fixed it, I simply changed the targets from wrecks of vehicles to actual vehicles and it works now with just doFire. Looks weird but better than nothing. Strange that it stopped working on wrecks though.
  14. forzajuve

    doFire doesn't work?

    like public variable? i am trying this but not working now range1.sqf while {rng1=true} do { s4 doSuppressiveFire trg6; sleep 3; s5 doSuppressiveFire trg6; sleep 2; s6 doSuppressiveFire trg5; sleep 2; s7 doSuppressiveFire trg5; sleep 3; }; trigger 1 condition: true on activation: rng1 = true; publicVariable "rng1"; trigger 2 condition: rng1 = true on activation: abc = execVM "range1.sqf";
  15. forzajuve

    doFire doesn't work?

    With a bit of tweaking that seems to be working but it definitely seems like something has changed. They won't engage targets further than like 10-15m and not at all on the shooting positions at the firing range. I also can't get them to stop firing now while {true} do { s4 doSuppressiveFire trg6; sleep 3; s5 doSuppressiveFire trg6; sleep 2; s6 doSuppressiveFire trg5; sleep 2; s7 doSuppressiveFire trg5; sleep 3; }; is there a way to stop this?