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hridaysabz

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Everything posted by hridaysabz

  1. Already a day and I can't figure this out. I'm working on a sector control mission and it just doesn't seem to work right, everytime i preview i just get stuck on that altis screen with the two loading bars at full capacity. I had enabled VAS and i deleted it, but doesn't work anymore. No scripts running, i don't know what's happening.
  2. hridaysabz

    Intel items

    F2K Sel's post is confirmed to work, just tested it. Enjoy!
  3. hridaysabz

    Intel items

    Sure thing man, will let you know in a few hours if I figure something. :D ---------- Post added at 17:48 ---------- Previous post was at 17:44 ---------- http://forums.bistudio.com/showthread.php?176565-Interactive-Intel-Items&p=2673505&viewfull=1#post2673505 Check out F2K SEL's post. Should work, will try soon!
  4. hridaysabz

    Intel items

    Alright man, I'll give it a shot, thanks.
  5. hridaysabz

    Intel items

    I'll give it a shot, but i'm looking for the way BIS does it with Zeus. Place a intel item, specify text and photo. Pretty easy with Zeus, but not so much in the 2d editor. They should have a module for this.
  6. Title pretty much sums it up, how do I implement that function?
  7. hridaysabz

    How to use BIS_fnc_drawAO?

    None of the two seem to work.
  8. Hey BI community, I was finding some small fixes to some functions and such. Here's the set of problems I'm having: 1. Can somebody show me example code for BIS_fnc_wpArtillery? - I used [this, getMarkerPos "ambfire"] call BIS_fnc_wpArtillery; 2. I have a trigger which I want to run only if the server is a dedicated server, but everyone should see the things spawned with the function in the "OnAct". and 3. How does prepareAO work?
  9. hridaysabz

    Help with various small fixes

    Gotcha, it won't matter if it fires in 0.5 anyway because the resulting function takes a minute to kick in. Thanks. :D
  10. hridaysabz

    Help with various small fixes

    http://i.imgur.com/5yH5t88.jpg (202 kB) - That's the trigger. Can you tell me if the onAct will spawn on the server? ---------- Post added at 16:38 ---------- Previous post was at 16:36 ---------- I found a way to do it through the advanced waypoints.
  11. Hey guys, I'm back with 2 questions. 1. I'm making a mission where I have this code in a trigger: [Miller, SL] say3D "Miller1direct"; [sL, Miller] say3D "sql5direct"; [Miller, SL] say3D "Miller2direct"; Now what I'm looking for is 10 second breaks between the three sentences. How would I do this? If by script, please show me exactly how. Also, how does Bohemia make their characters talk in direct chat with voice and text(in the radio chat for direct)? 2. I want my units to wait at a waypoint for 30 seconds and then move to the next move waypoint. Thanks.
  12. hridaysabz

    Using Say3D

    No worries, we're all learning, aren't we?
  13. hridaysabz

    Using Say3D

    I believe that that piece of code was to assist me.
  14. I'm trying to get this script working but can't whatsoever. if ( playerSide == EAST) then { spawn { _markerName="ammobox"; _markerName createMarkerLocal [_markerName, position targetammo]; _markerName markerSetTypeLocal ["ICON"]; _markerName markerSetShapeLocal ["DOT"]; }; // end spawn }; // end if What I'm looking for here is to spawn a local marker for OPFOR units according to the position of the ammobox called targetammo. Any help?
  15. hridaysabz

    Trying to create local marker

    I think 'm messing up somewhere. Can I run this in the init, or a seperate script? ---------- Post added at 19:54 ---------- Previous post was at 19:53 ---------- And btw this is MP, so i assume it's the same? ---------- Post added at 20:05 ---------- Previous post was at 19:54 ---------- This isn't working both ways. Help? I'd like someone to show me where to put it and how to enable it for OPFOR players.
  16. hridaysabz

    Trying to create local marker

    Well, I didn't get time to check the first one anyway so I guess I'm going with 2nd Ranger's post. Thanks!
  17. hridaysabz

    Trying to create local marker

    Ah, I see. Silly me. I'll get back once I test it.
  18. hridaysabz

    Using Say3D

    Thanks, I'll give this a shot sometime this week and revert.
  19. Is it possible to orient your evac vehicles in a certain direction before spawning them? I would love to save the mcc mission with evac placed in a base, but I need it to orient in the parking spots. Can you guys work on that? Also, can you integrate Arsenal alongside VAS in the 3D editor? P.S: Where has the ability to set a mortar as console mortar gone from the 3D editor?
  20. hridaysabz

    cfgSound and cfgRadio

    Alright, I've finally got them into the editor. How do I make it so that when I play the sound, the subtitles come with it too?
  21. Hello to the ArmA community. I've been stumped trying to figure out how to get my description.ext to include all the sounds in game from my Voices folder. Here's the description.ext: class CfgRadio{ sounds[] = {}; class Miller1radio { name = "Miller - 1st"; sound[] = {"\Voices\miller1.ogg", db-100, 1.0}; title = "Roger that, HQ. We’re expecting that convoy in 25 minutes."; }; class Miller2radio { name = "Miller - 2nd"; sound[] = {"\Voices\miller4.ogg", db-100, 1.0}; title = "There they are. Alright, knock ‘em down, Cheetah!"; }; //------------------------------------------------------------------------------------------------------------------------------------------ class CfgSounds { sounds[] = {}; class Miller1direct { // how the sound is referred to in the editor (e.g. trigger effects) name = "Miller - Close"; // filename, volume, pitch sound[] = {"Voices\miller2.ogg", 1, 1}; //subtitle delay in seconds, subtitle text titles[] = {1, "Ah, the wolverines! It’s an honor to finally meet you. Ever served in these parts? "}; }; }; class Miller2direct { // how the sound is referred to in the editor (e.g. trigger effects) name = "Miller2 - Close"; // filename, volume, pitch sound[] = {"Voices\miller3.ogg", 1, 1}; //subtitle delay in seconds, subtitle text titles[] = {1, "Most of it, you must’ve heard from Captain Hutch, but we’re expecting some reinforcements from BASE, should things become a little difficult. We have an attack chopper on station. That should ease things out, and we also have some artillery rounds at our disposal. We’ve marked a scouting location where you will need to move to. See ya later, gentlemen."}; }; }; Any ideas on why this is not working?
  22. hridaysabz

    cfgSound and cfgRadio

    Any help out there?
  23. hridaysabz

    cfgSound and cfgRadio

    Hey thanks for the reply, Whenever I have this in my description.ext, I don't see the sounds in my editor. I also moved them into the main mission directory from the voices folder and changed the code but it doesn't seem to work.
  24. Where is the Ambush behaviour now? Also can you explain the difference between GAIA and UPSMON? Also how do I enable GAIA?
  25. Hey Shay! Great Mod, I love it, Everyone loves it. One suggestion I have is for the reinforcements command you have embedded into the MCC Mission Generator. Is there anyway that we can select the place where the drop off occurs and then units move into the designated zone? It's a real PITA when I call in a SPECOPS drop off or fast rope. They get shot down but I need the team to infil 1.5 KM from the zone. Anyway i'm loving it!
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