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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. Cool - thanks for that. Yeah, might leave that one alone then! :)
  2. Lol, surely - it can't be that simple? :p I'll give it a go! Cheers! ---------- Post added at 10:53 ---------- Previous post was at 10:35 ---------- Ah, doesn't work I'm afraid. Even if you place a unit inside the helicopter without the attachto, they're still invisible to the player in cargo. I don't mean adding other units to the cargo of a helicopter, I mean I want to try and get them standing up and playing animations. Perhaps it can't be done?
  3. Hi all - working on a very exciting project. Should have a script in the next week or two. I'd be very interested to hear from anyone who can speak Greek or Farsi. A range of English accents are also needed. Send a personal message to me if you're interested! :)
  4. Kydoimos

    Ambientanimcombat Function

    Ah mate - works beautifully - cheers!
  5. Just wondering - is it possible to edit vehicle interiors without a mod? The setobjecttexture command doesn't appear to cover it.
  6. Also, I've noticed that anything inside a vehicle is invisible when you are seated inside it as well - any way of getting around this?
  7. Kydoimos

    Ambientanimcombat Function

    Cool - thanks Cobra, very helpful - I'll give that a go!
  8. Heya - just on the off chance - anyone out there who can help me?
  9. Kydoimos

    UAV Briefing / Intro

    As expected - works perfectly, again - many thanks! :)
  10. Kydoimos

    UAV Briefing / Intro

    Lol, you know, I have no idea! :p Thanks Kylania - saving the day ... again!
  11. Kydoimos

    Establishing Shot

    Hi all - I'm still struggling with the music playing over the UAV briefing. Couldn't quite work out how to implement Kylania's comment (sorry, I'm still getting to grips with scripting, etc.). Can anyone tell me where I'm going wrong? There's a more detailed account of my problem here: http://forums.bistudio.com/showthread.php?166176-UAV-Briefing-Intro/page2. Apologies for my major noobishness.
  12. Kydoimos

    UAV Briefing / Intro

    No worries matey!
  13. Kydoimos

    UAV Briefing / Intro

    I've had a little look at the init.sqfs in the showcase mission .pbos, but they didn't make much sense to me. Could the introshot = be in the wrong place, perhaps?
  14. Kydoimos

    UAV Briefing / Intro

    Any ideas? Pretty close now. If anyone can tell me what's wrong with the script above?
  15. Kydoimos

    UAV Briefing / Intro

    So here it is: And I have the three markers on the map. Not quite sure why I'm getting an error message?
  16. Kydoimos

    UAV Briefing / Intro

    Ah, thanks for the reply Cobra - I'll try that now! :) ---------- Post added at 21:54 ---------- Previous post was at 21:21 ---------- Mmm, I'm getting there - but it's not quite right. I've copied and pasted the code you've given above into an init.sqf. Then I put down the 3 markers: insertMrk / towerBaseMrk / and tower1Mrk. Then, when I click on preview in the editor, I can hear the sound effects for the UAV briefing, and then the mission starts (with music! Yay!) but I get an error message pertaining to something in the .sqf. I'm on the Dev Build, not sure if that makes a difference. As well, the screen remains black for quite some time before the UAV screen appears. In fact, it stays black so long, I only catch the last few seconds of the UAV screen before it ends and the mission begins. I've tried fiddling with the "black faded" number, but no joy. Any ideas? ---------- Post added at 21:56 ---------- Previous post was at 21:54 ---------- I removed the "black faded" and "black in" lines, now no black screen. But I'm still getting an error message... ---------- Post added at 22:01 ---------- Previous post was at 21:56 ---------- The error message reads: ---------- Post added at 22:06 ---------- Previous post was at 22:01 ---------- I've tried with your updated post too - same error message, but with 'introshot' instead of 'intro'. :p
  17. Kydoimos

    UAV Briefing / Intro

    So here's what I've got on the UAV briefing in the init.sqf:
  18. Kydoimos

    UAV Briefing / Intro

    Thanks for the response chaps! :) Cobra - I found with your script that the music still plays over the UAV briefing and doesn't start from when the player enters the mission (maybe I missed something?). Kylania - I read the posts on your thread but struggled to get to grips with the following: Basically, bit confused about the [...] and the ... - I tried "_intro = BIS_fnc_establishingShot; WaitUntil {scriptDone_intro};" but didn't have any luck (you can tell I'm a complete idiot at this, can't you?). I can see what it'll do, but just wondered what I'm missing? Guessing it goes in the init.sqf before anything else? By the way, I downloaded your radio test demo the other night - very informative! Thanks ever so much!
  19. So I've tried everything so far on this thread - can we safely say there's a bug?
  20. Is anybody else having this issue?
  21. Hi Tajin, I've tried it in a empty mission to see if I can isolate it. No dice. Still units in their undies... ---------- Post added at 12:29 ---------- Previous post was at 12:26 ---------- The same thing also happens when I export the mission to the Single Player scenarios. ---------- Post added at 12:46 ---------- Previous post was at 12:29 ---------- I have a sneaking suspicion it may be a bug. As it was working fine until the latest patch.
  22. Heya - just need a script or a command or something to allow a demo charge to destroy a tank/artillery piece with one detonation. I know I can set the damage on the vehicle and make it lower, but then I'd be stuck with the half-damaged visual texture. What I would like is to be able to destroy the vehicle when the damage reaches 0.8 or something. Should be an easy one, but I don't really know how to work with the 'IF' command, if that is what is needed. Thanks guys! ---------- Post added at 21:54 ---------- Previous post was at 21:48 ---------- Apparently other people reckon you CAN destroy artillery with one demo charge. The S29 Sochor seems to need at least 5-6.
  23. Interestingly, it's all been rendered superfluous now! BI have fixed the near invincible Sochor bug on Dev Build!
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