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Von Quest

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Posts posted by Von Quest


  1. It should. It's not a direct data-link, but uses the Audio channel. So any and all low frequency audio gets translated into vibrations, kicks, and thumps. I've never used mine for ArmA, but used it for Flight Sims years ago, and it was AMAZING.


  2. I don't think CUP has anything to do with this. It can't change your sqf code. Try this :

     

    playMusic "music17" ;

     

     

    Also... player execVM "introscene.sqf";

    You don't need  "player". You can execute  anywhere (objects, triggers, etc.) I'd recommend using an init.sqf file. The game will run that file at the start automatically.

    You can then put the execVM "introscene.sqf"; right in that init.sqf file. The "init" is short for initialization (start/auto).

     

    https://community.bistudio.com/wiki/Event_Scripts#init.sqf

    • Like 5

  3. For those that have asked, here are the File/Paths to directly execute the Missions as needed :

    execVM "zdz_socom\System\MISSION\ATTACK\mission_attack.sqf";

    execVM "zdz_socom\System\MISSION\CONVOY\mission_convoy.sqf";

    execVM "zdz_socom\System\MISSION\DEFEND\mission_defend.sqf";

    execVM "zdz_socom\System\MISSION\DESTROY\mission_destroy.sqf";

    execVM "zdz_socom\System\MISSION\KILL\mission_kill.sqf";

    execVM "zdz_socom\System\MISSION\AMBUSH\mission_ambush.sqf";

    execVM "zdz_socom\System\MISSION\STEAL\mission_steal.sqf";

    execVM "zdz_socom\System\MISSION\SCOUT\mission_scout.sqf";

    execVM "zdz_socom\System\MISSION\SEARCH\mission_search.sqf";

    execVM "zdz_socom\System\MISSION\DOCUMENTS\mission_documents.sqf";

    execVM "zdz_socom\System\MISSION\HOGSTOOTH\mission_hogstooth.sqf";

     

     

    Example (copy/paste into INIT Box of Object) :

    this addAction ["Attack / Clear Area", "zdz_socom\System\MISSION\ATTACK\mission_attack.sqf"];

    • Like 1

  4. I'm sorry to say its On Hold currently... It's extremely Low Priority.

    Not sure it even works anymore. Can you get the Explosive to pop-up? There is only 1 Type of Explosive right now. Its called an L-Type (10 variants I think).

     

    If you get the thing to pop-up, I can post the Defuse Instructions here. Its a small puzzle to decipher to figure which Wire to Cut.

     

    I haven't looked at this in a long time. If I remember right, you can set the HINT Level that pops-up with Info on how to solve it.


  5. UPDATE:

    Added: HOGSTOOTH Mission Type -- Find & Eliminate the Expert Sniper
    (complete with simulated Scope Glint)

     

     

     

    @AstroNorth

    What seems to be the issue? Specifically?

     

    1. Place the Module on the Map (located in "Systems" - upper right in the Editor - Labeled under Zero Dark Zero)

    2. Double-Click to OPEN it

    3. Hover your mouse over the Text (next to the Option Fields) to READ the POP-UP INFO

    4. Fill out the AREAS/OPTIONS for any/all Missions you want to Run when Clicked

    -BY DEFAULT ALL MISSION ARE SET TO 100% -- TURN OFF THE ONES YOU DON'T WANT TO USE (SET TO 0%) -- SOME FIELDS ARE EMPTY UNTIL YOU FILL THEM OUT -- ANY EMPTY FIELDS or SETTINGS ON THE ACTIVE MISSIONS WILL OFTEN BREAK THE SYSTEM IF ITS A REQUIRED FIELD AND ITS MISSING SOMETHING

    (you MUST SET YOU OWN Classnames for most Missions - ask if confused on this)

    5. Copy/Paste the addAction Line into ANY OBJECT for that Menu to be Added to it :

    - Place Object (like a Laptop, etc) - Double-Click to OPEN

    - Paste this into its INIT BOX:

    this addAction ['SOCOM - ACTIVATE MISSION',{execVM 'zdz_socom\System\MISSION\mission_activate.sqf'}];

    6. Press PLAY

    7. Walk up to it and the Menu SOCOM - ACTIVATE MISSION should appear -- Click On It

     

    It will select ONE Mission at Random based on your settings and OPEN the Map automatically and display the LOCATION on the Map (recommend TASK setting). While in the Map, Click on the BRIEFING (upper left) to see more info/details. The Missions are pretty basic and super flexible, so it can be used for ANY Scenario, ANY Timeline, ANY Map, etc.

     

    I'll be uploading an Example Setup Tutorial next weekend (hopefully I'll have time). A lot of my projects are a mess right now as I broke them all apart, and am in the process of switching numerous things around. I'm currently not spending much time on ArmA Dev work. Also due to the complexity and randomness of this and ArmA, sometimes it'll break or glitch.

     

    Hope that helps!?

    • Like 1

  6. UPDATE :

    I regret to inform everyone following/reading this, I'm taking a long break from ArmA for the next several months to work on other real-life projects.  Updates and upgrades will very limited for the unforeseen future. We still play most weekends, but my spare time for coding and dev work in ArmA will be sparse.

     

    So.... All older sub-projects (currently 11) are now uploaded to my Steam Workshop. They are currently rated as Alpha/Experimental versions.

     

    I'm also accepting ALL Steam Friend Invites as well. In the past I've always Dismissed them all due to excessive PMs, etc. "Friends" will now have access to possible future early un-released projects if/when that time arrives.

     

    -Over & Out!

    • Sad 1

  7. ....so to answer your question, the Altitudes are RANDOM. You'd have to set your own Aircraft separately to pick a specific altitude with a script snipet in its Init Field.

     

    Something like....

    [group this,  getPos this, 7777] call BIS_fnc_taskPatrol;
    this flyInHeight 1500;

     

     

    I can add an User Option to the Module if others want, so it overrides the randomness, and you can select a set altitude then for the spawning of the aircraft.

    I just noticed while checking the code, that I was missing the entire Default File for Aircraft Patrols (we never use them). I'll add it for the next update, and maybe add a 1500m default altitude if not using the Dynamic Option setting.

    • Like 1

  8. Are you referring to the SCAR Project? The Enemy Spawner? The flight altitudes are Random. They change to random alts as well while flying too. I forget, but it's something like a 5% chance of new altitude per script loop.

     

    The Enemy Helis will drop down lower and lower and hunt players if Radio Call from nearby Enemy, if you are spotted. They will fly low and launch random weapons near your vicinity where last spotted.

    • Like 1

  9. I wish BIS would crank out more maps. I'd buy every pro map they made. You'd think they could drop a new map every several months. I'd be like printing their own money. And I wish they'd put more creativity into them.

     

    You try the Global Mobilization DLC yet? We just tried it this past weekend. Thought I'd be a frame-rate killer at 419 Km2..... It was great. Super high frames for us.

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