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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Kydoimos

    Community Voice Dubbing

    Holiday50 - great news! I've had a lot of fantastic interest from American accented volunteers and am planning on adding American characters into both my campaign and my forthcoming 'Armoury' template. The first episode of the campaign is very nearly finished, so it's all coming along nicely! Watch this space! I'll need all the help I can get with voices! ---------- Post added at 09:29 ---------- Previous post was at 08:53 ---------- Okay, so, Americans :) - here's some lines of dialogue for the Armoury template, example mission: Role 1 Armoury clerk: [Casual] Heya, what is it you need? Role 2 Officer: [Casual] Good morning, Lieutenant - welcome to Stratis. First thing's first, go and explore the armoury over there and get yourself kitted out. Role 3 Soldier: I'm telling you, man. The Greenbacks are up to something. McKinnon's freaking out. Soldier: I don't know - I don't like it. Role 4 Soldier: Just keep packing, we're leaving this shithole. And besides, what are they going to do? I mean... seriously? Soldier: Come on, Spender, you don't like anything. Always with your goddamn gut-feelings. You're worse than McKinnon.
  2. That's not really relevant to this thread - you might want to open a new one.
  3. Kydoimos

    Community Voice Dubbing

    Hey Demongod - don't know if you're up for it - but I could do with an American accent for the armoury clerk if you like! You don't have to, but if you get a moment, would be great to get something similar to the following: 'Armoury clerk: 'Hey, Lieutenant (Loo-ten-ant this time! He's American :)), what can I do you for?'. Or maybe 'Hey, Lieutenant, what are you after?'. I think you'll like the template - ought to be very popular.
  4. I see what your driving at Goblin ;) It all makes sense now! But, I wanted the Navy mine - simply as a visual thing. To add to the ambience of the mission. They look kinda cool on scuba missions. I don't want them to detonate or anything like that - just wanted them for show...
  5. Ah. You see, I already resolved the AI 'I see a mine' problem with the revealmine command being run from the init.sqf. Last night, I tried the suggestion above - but on Recruit setting the player still shouts out 'I see a mine'. So, not sure it works! Staying frosty ;) Just hanging in there for a way to disable the cursed red triangles. It justs looks a bit dumb and cluttered!
  6. Kydoimos

    Community Voice Dubbing

    Hi - could do with a quick line with an English accent for the upcoming release of my Armoury template. I'm releasing it due to demand and it ought to be ready within a week or two. Officer: 'Lieutenant (lef-ten-ant), welcome to Stratis. Go ahead and collect your accoutrement from the armoury'. ---------- Post added at 13:00 ---------- Previous post was at 12:58 ---------- Anthony, if you fancy giving that a go - I'd be delighted! I think you have an 'officer' tone! :) Demongod - working on a couple of lines for you too, if you want them!
  7. lol - Goblin - cool script! Thanks, great fun. I'll try it out with the mines now... ---------- Post added at 21:34 ---------- Previous post was at 21:11 ---------- Okay, so I've got the mine appearing with the trigger and attached to an object. How do I randomise it? And is it the randomness that makes it impossible to detect?
  8. Hi Goblin - thanks for the reply - though I'm not sure what you mean by this: I didn't know there were IEDs in the game?
  9. Ok, thanks guys! If anybody knows of that work around, do let me know! :)
  10. Hi all - having a lot of trouble with the debriefing screen. I've read quite a few of the other threads and it seems I'm doing it right. But I must be missing something, because I can't even get the description text up on the debriefing screen, let alone the background picture. Here's what I got in the description.ext: class Win1 { title = "Mission Complete"; subtitle = ""; description = "Why is there no text here?"; backgroundPicture = ""; picture = "b_inf"; pictureColor[] = {0.0,0.3,0.6,1}; }; }; And I'm calling it with: [font=Courier New]"Win1" call BIS_fnc_endMission;[/font] Thanks to anyone who can help on this one! I'm stumped! ---------- Post added at 23:56 ---------- Previous post was at 23:54 ---------- Oh - so I've discovered the backgroundpicture should be picturebackground. But what about the description?
  11. Kydoimos

    Debriefing - What Gives?

    LiquitHQ - very, very helpful - thanks so much matey! :p I feel like such an idiot when I make oversights like the above!
  12. Sure - probably - but I'm mission making in the editor! :p I don't want others, with different profiles, to have to see a cluttered screen of red triangles. All the same, thanks for the suggestion!
  13. Kydoimos

    Debriefing - What Gives?

    Hey! Got it working! Don't hate me, but all it was was that I had an extra }; between my lose1 and my win1 classes. Sorry to waste everyone's time. Major thanks to all of you who looked into it for me. I do appreciate it!
  14. Kydoimos

    Debriefing - What Gives?

    I'll check it out Moricky and get back to you - thanks, but everything else in the description.ext works! Sounds, identities, etc. - very strange.
  15. Sure thing - I can't quite remember what I did, but I put the revealmine command in the init.sqf. and then made a list of all the mines in the mission. It's what BI did, and I got it from their mission init. file in the campaign .PBO. But I didn't bother using it, because when one side is aware of mines, you just get a whole bundle of red triangles that clutter up the screen, so in the end, I just didn't bother. If you can't find the code, I'll have a good look and re-discover it. Sorry I don't have the example to hand! It was something like revealmine _x for each ... etc. Hope that helps! ---------- Post added at 10:15 ---------- Previous post was at 10:09 ----------
  16. Kydoimos

    Debriefing - What Gives?

    Ok, thanks man, I'll try that. Do you think it could be a problem with Dev Branch? I'll have a fiddle with it and see what happens. Thanks ever so for your help! ---------- Post added at 10:03 ---------- Previous post was at 10:01 ---------- Hi Moricky, sorry, I didn't make it clear in my first post - it is in the CfgDebriefing class! It was below another entry for 'class Lose1' - I just copied and pasted - so missed out the root! But yeah - that would've explained it. Still having trouble though! ---------- Post added at 10:05 ---------- Previous post was at 10:03 ---------- So, this is what I have:
  17. Kydoimos

    Debriefing - What Gives?

    Yeah man, it's crazy; I tried that, and still not working! I'll have to have another look tomorrow. Is your example working on the Dev Branch? ---------- Post added at 00:41 ---------- Previous post was at 00:19 ---------- Does it matter whereabouts in the description.ext the CfgDebriefing goes?
  18. Kydoimos

    UAV Briefing / Intro

    Heya - so, the UAV intro works fine. Now, I'm playing with the Quotation intro. And I'm finding that sounds cut-in before the Quotation intro is done. I've tried a variation of the UAV briefing posted earlier in this thread, but no matter what I do, I can't seem to cut out sounds until the intro is over. I'll keep playing around with it, but if anyone has any ideas or solutions, do let us know!
  19. Oh, ok! Thanks Ranger! ---------- Post added at 22:49 ---------- Previous post was at 22:48 ---------- But I did notice they used the revealmine command - would that not mean all the red triangles would appear? ---------- Post added at 23:13 ---------- Previous post was at 22:49 ---------- Does that mean mines can't be added, just for ambience? :)
  20. Ah, maybe it's revealmine - I'll try that... ---------- Post added at 17:40 ---------- Previous post was at 17:29 ---------- Nope - doesn't work. That'd be too easy wouldn't it? ---------- Post added at 18:16 ---------- Previous post was at 17:40 ---------- Okay - so I disabled the annoying chat. How do I get rid of the red triangle? :p
  21. Okay, I'm calling a CFGradio entry with directsay now, which brings it up in Global just fine. No more 'Blufor'. But, what I am getting, is the unit's name in square brackets. How can I get rid of those brackets? Like in the campaign? I can't work out KB tell and I'm hoping I can get a workaround by using the CFGRadio entries...
  22. Man - we could really use a youtube tutorial on this! :)
  23. Hi all! Okay, so the cool new dynamic map thingy in the campaign - how's it done? I don't doubt there's probably a whole load of threads on this already - but I wasn't sure quite what to look for! Can anyone point me towards a tutorial? Or another thread? Basically, just want to know how to set missions up through the dynamic map. Also, I've noticed that in the campaign, on some of the missions, (Radio Silence being one) you can open up the map and hover over a marker with the mouse and see an image with added details - really cool, but how's it done? Again, I've probably missed a thread - so if anyone can point me in the right direction I don't mind working out the rest! :) Cheers! ---------- Post added at 19:23 ---------- Previous post was at 19:22 ---------- I've already found the Mission Overview page. Helpful, but didn't say much that I could see on the dynamic map thingy!
  24. Kydoimos

    Dynamic Campaign Map

    Ok - thanks matey! I knew there'd be a load of threads already open, I just couldn't find what I was after in the search because I wasn't looking for 'strategic map'. Still, probably could've searched better. Thanks for the link.
  25. Kydoimos

    Community Voice Dubbing

    Hi Demongod - not quite sure what you mean by the Arma 3 protocol? Do you mean the Arma 3 radio static and beeps I mentioned? If so, you can find them in the Audio Dubbing Data .pbo, under addons in your Arma3 directory. They're a nightmare to get hold of though, I had to extract them onto my desktop because opening the .pbo direct with BItools just ended up crashing my computer. ---------- Post added at 22:13 ---------- Previous post was at 20:28 ---------- Okay, for all those interested, here's the full script for the first mission in my campaign: https://dl.dropboxusercontent.com/u/73485099/Script.docx. If anybody wants to record for it, feel free! I have everything recorded, but am keen for new people to submit material. Needless to say, the best will get the part! But I'd like to use everybody's voice who submits somewhere along the line, even if it's in a later episode. As I said earlier, I'm not opposed to writing in parts for people. Demongod - I'll certainly be adding in an American squad somewhere along the line!
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