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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Kydoimos

    Fun with User Textures

    Here's a few more screenshots for my new WIP, single player mission: http://steamcommunity.com/profiles/76561198007919065/screenshots/
  2. Thank you both ever so much! Trust me to be using the old way! :p Needless to say, all problems resolved, working fine. Thanks again!
  3. Hi all - I've scoured the internet for an answer but have had no luck. Basically, I want to create a task mid-mission. I have a trigger with this script: ["Task_2", "SUCCEEDED"] call BIS_fnc_taskSetState; Sleep 3.5; Task_3 = Player createSimpleTask ["Rendevous"]; Task_3 setSimpleTaskDescription [ "Meet with Aniketos, your FIA contact.", "Rendevous", "" ]; Task_3 setSimpleTaskDestination (getMarkerPos "Chapel"); Task_3 setTaskState "CREATED"; player setCurrentTask Task_3; Now - it all works perfectly - except for the fact that the green tick box only appears to let me know Task_2 has been completed. I'm missing the empty, task assigned box. The task gets assigned and the destination marker appears, I just want the box to appear too. Any ideas? It's not the 'sleep' command, because that works on my other scripts for assigning mission states.
  4. I think I tried that - but I'll try again. What should it replace in my original script? :) Thanks ever so!
  5. Hello Tizzo - thanks for your response! Basically, if you feel up to it, I'd like at some point to get a sound recording in Greek of the following phrase: ''It's good to see you, comrade. I'm glad you could make it' - or at least, something similar. If you're really pushed for time, it'd be great just to get a phonetic pronunciation in the English language. :) Naturally, I'll make sure you get full credit in-game. The first mission is shaping up to be something rather special. Very excited. Here's a few screenshots: http://steamcommunity.com/profiles/76561198007919065/screenshots/
  6. Hi - I'm looking for a Greek speaker for a couple of lines of audio dubbing. Send me a personal message or reply to this thread if you're interested! (Apologies if there's a better section to be posting this, but I thought the mission editing section was fairly apt!). Naturally, I'll make sure you get a special mention in the credits. I'll also provide a script with voice directions :). Hope to hear back from someone soon! If not, perhaps someone could help me out with a English/Greek translation?
  7. I know there must be some brave Greek speaking candidate out there :)! Alternatively, if anyone knows where I could place a post to generate some interest?
  8. This is a very interesting thread - might resolve my long standing issue: http://forums.bistudio.com/showthread.php?163481-Setobjecttexture-Works-for-AI-Uniforms-on-Multiplayer-but-Not-for-Player
  9. Hi all - is there a way to get AI to respond to shots fired near them while they are in the ambientanimcombat function? I think I have a script that enables them to respond to getting wounded, but they do seem to be oblivious to everything around them! :p I'm not desperate for an answer, but it would be cool to know!
  10. Is there a way to stop Say3D when Blufor is detected by Opfor? I wanted some ambient chatter between some AI which stops once they are alerted by the player. I'm planning on adding a small object which 'speaks' and then deleting it with a trigger once Blufor is detected - but there must be a proper way of doing it?
  11. Kydoimos

    Stopping Say3D

    Brilliant - I'll just do that then, thanks!
  12. Or perhaps, if anyone could give me the phonetic pronunciation in Greek for 'It's good to see you, comrade. I'm glad you could make it'? :) It might be easier to find someone who can do the voice dubbing with a passable Greek accent.
  13. The hand location is gui\igui\cfg\actions\obsolete - and then take_ca.paa - but it appears very small when you call it in-game. I don't quite know how BI do it. Because they make it disappear from the inventory menu and have it replaced with text. Very strange!
  14. Cool - I found the icon and got it working - but it's not quite like BI have it. It's smaller and doesn't replace the crosshairs. Also, it appears in the inventory menu as a hand without text. When you add text, it appears in the inventory with the hand, as well as below the cursor (still with the hand). Not to worry too much though.
  15. Great stuff Cobra - I'll have myself a jolly old .paa hunt when I get home from work :)
  16. Kydoimos

    Community Voice Dubbing

    Lol - ah thanks Raptor! But I think you'll be safe in your bed - I've already got my mrs. involved with her plummy English accent! But you know, maybe in a later mission, I might need a second female voice? We'll see. I'll post a link to the script when it's done on this thread. Thank you very much for the offer! :)
  17. Kydoimos

    Community Voice Dubbing

    Sure thing Tankbuster!
  18. Kydoimos

    Community Voice Dubbing

    Thanks guys - the A2/Arrowhead thread is very interesting. I myself am looking for some voice actors - should have a script very soon. Particularly need a Greek speaker (or at the very least someone with a very good Greek accent). Sends us a personal message if you're interested!
  19. That's brilliant 2nd Ranger - works like an absolute charm! :) And thanks Cobra! Handy to know how to find those hitpoints! Great stuff! And thanks again Kylania! You guys are so helpful!
  20. Does anybody know if there's a way to set a specific window as damaged on a building? I can go through the index selection, just interested in knowing the command? I'm planning on using a gamelogic with nearestobject...
  21. Heya - I've made a mission and had the setobjecttexture command working fine. I had it working fine on multiplayer too, with this script: _unit = _this select 0; _texture = _this select 1; _unit setObjectTexture _texture; - but now, I try and play my mission through the scenarios, and everyone is in their underwear. I haven't changed anything! What gives?
  22. Interestingly, I've rummaged through the Addons folder and couldn't find anything for the Big New Chapel - all I could find was the Big Church and the Small Chapel. I checked the .paas too, to make sure they were what they said they were.
  23. Thanks man! I've studied the config viewer and had a look at the entry for the Big New Chapel, but I can't see much about hitpoints (probably because I'm looking in the wrong place!). The "Glass_2_Hitpoint", I take it that it's not as easy as simply changing the number? Because I had a stab at that, and nothing changed. It does go in a gamelogic right? Guess I just need to hunt down the entries for the different windows - do they have something like a classname? Here's some screenshots of how the mission's shaping up: http://steamcommunity.com/profiles/76561198007919065/screenshots/ :)
  24. Here's a look at what I'm up to - http://steamcommunity.com/profiles/76561198007919065/screenshots/
  25. Heyup - I'm trying to attach units to the interior of the Mohawk helicopter for immersion - only trouble is, they cannot be seen by the player when sitting in cargo. Any workarounds, other than attaching the player to the helicopter himself (if that would even resolve the issue?).
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