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pipyn1970

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Everything posted by pipyn1970

  1. pipyn1970

    LMG question

    Thanks mate for the reply. That's the code I was using & the tracers were not red. I then looked up a code that said the same but with red on the end & even thou I could see them in my back pack I couldn't use them, kept saying there's no image .pa for them. Oh well. I guess I'll have to make do. Thanks anyway
  2. pipyn1970

    Boeing/SOAR MH-47E ArmA III

    I use the hardcore version with my AI & they all entered & exited by the ramp, no probs. Looking forward to when I can use the get in while in the fuselage instead of at the ramp but loving this bird thou.
  3. pipyn1970

    Boeing/SOAR MH-47E ArmA III

    Hi konyo thanks for this mod. I've only tested the hardcore version at the moment and use it with unitcapture. I'm finding no issues with lag myself. One thing I've noticed thou is if my player walks into the belly I don't get the action to get in (sit down), but if I stay at the tailgate I get the action to get I then. Is this normal mate? Also for a future update, is it possible to beef up the engine noise? While I'm on the ground waiting for the bird to come I think the engine noise ain't deep & dark enough. Other than that it's fantastic mate. Looking forward to a RAF version with maybe a fixed gunner on the back. Keep up the good work mate ---------- Post added at 07:30 ---------- Previous post was at 07:19 ---------- Hi kiwi did you manage to delete the loadmaster? I also would like to delete him from my missions but I would still like players to have an option to use the slot if possible. Any ideas mate?
  4. Hi folks I was us wandering if anyone knows how to play back the flares from choppers. I've got unit firing working no problem, just would like my flares to play back now Thanks in advance
  5. pipyn1970

    Boeing/SOAR MH-47E ArmA III

    Would love to see this also please
  6. Hi guys, ive not seen this in arma before but I'm planning a mission that I hope will have this in. If anyone knows how I can do it, please share it with us. I'm planning a rescue mission where 2 players need to ride on the sides (sit down on) of an apache. The bird will land, players get off & run to injured or dead ai (can dead ai be carried?), then the chopper takes off again with the players & the ai as passengers. Thanks for any help folks
  7. I hope it does as I've just spent 3 days learning how to fly & land without killing people for my next mission. I make my missions in the MP editor & every test has gone well. No matter what I do, I just can't get unit firing to play back thou.
  8. pipyn1970

    Air Raid siren help

    I've been thinking of a similar thing for my fob for some time now. I'd like to ask what might seem a daft question please. Would the alarm within effects do for this & how do you stop the alarm? I'm after either the alarm stops once opfor are no longer in the trigger or a player turns off the alarm himself. Many thanks
  9. pipyn1970

    voice dubbing

    Hi guys when I get chance to I will put a link up to the tutorials from youtube about it. It's sounds easy but I've not tried it my self yet. As I said my worry is that on the vids they sound like robots lol & not human like in the campaign.
  10. pipyn1970

    voice dubbing

    Thanks sturm, ive been advised to use a thing called say as then the speech is local. If it's works then I might get a couple of guys that we pass who are talking to each other lol. My only concern is that it sounds human really. Thanks once again mate
  11. Any suggestions as to why my weapons data won't play guys? It's recorded & pasted into the sqf path just like the flight path is & is called in the init file but during playback my weapons or flares won't play back. Thanks for any help
  12. pipyn1970

    unitplay problems

    Anyone got any ideas on how to get the firing to play back folks? I record the date & paste it into the path.sqf & the files are called within the init file but should I call the firing separate or something? I'm trying to get the gun & flares to play back with the flight path but that part won't play. Hope someone could give me some guide me where I'm going wrong. Thanks very much folks.
  13. hi guys, im having major problems getting unitplay to work & need help. this is what ive done: Ive saved a file called path1.sqf = there's no .txt after it. The file has the scripts in it as it should. I can record & paste my fight. Ive saved the script. I make sure the chopper is called Heli1 & that its named in the script & in the trigger to call the unitplay it does call Path1. But this is my problem: In game i click the radio trigger to play the chopper & nothing. It wont play the path. Can someone please tell me what im doing wrong? Many thanks
  14. pipyn1970

    unitplay problems

    I've at last got the unitplay working now. Just need to work out how to combine 3 choppers play back at the same time
  15. sounds interesting mate. I will try it out this wk
  16. Hi grumpy, ive just seen this thread. You replied to my thread about the b-1 bombing script. Thanks for replying to that mate. Is it possible to amend this script for my own needs? I don't need a physical plane unless the plane could be deleted once the player releases it. From my own point of view I would like to set the flying height (you wouldn't really see the B1 like you would an f18), be able to call script via radio many times & have it hit only 1 target. Would be nice to have a radio dialogue play out before bombs are dropped. I understand that hitting just 1 target at a time ain't carpet bombing but maybe this script could be adjusted & called B -1 CAS script? Just an idea guys that's all.
  17. Hi lala 14, im not sure what item would be easier to use in the script as I've not had time to check it out yet. I was just thinking it would be cool if the red light came on even with ai pilots. And I think an important thing would be trying to make sure that from the ground the infantry don't see a glowing red blob flying around. Players should only see the red light if they are in the cargo if possible. I'm looking forward to using it in my missions though mate
  18. pipyn1970

    fake B - bomber

    Thanks grumpy mate, but this is what i want in game: Im pinned down, I enter a trigger where a radio message will tell me I have a B - on station & he's requesting targets. Once the radio message has played out i want to hear the two 2000lb bombs falling & then hitting the target (maybe a tree line or a compound). Targets will have to be made in the editor. What I wanted help with is everything apart from the radio message. The bombs can't fall randomly, so I'm sure carpet bombing won't help I this case mate. I need the bombs to drop onto the target area a couple of seconds after the radio message has stopped & I need the sound of the bombs falling. Thanks grumpy for replying
  19. Hi guys, is it possible to replicate a B-1 dropping two 2000lb bombs on an area of the map using a radio trigger or something? I would like to set up a radio conversation with a fake B-1 pilot so I can tell him where I want the bombs dropped. Then after a short delay I would like to hear the bombs falling followed by them exploding where I want them to. Any ideas on the best way to do this would be great thanks folks. The reason I would prefer a fake B-1 bommbing is as the plane flys to high we wouldn’t really see him & so I think it’s a waste to place it in the editor. Thanks guys
  20. Ok thanks mate. Is it possible to have the red light come on when the chopper detects units in the cargo? Cheers
  21. Hi guys I downloaded the updated file but I couldn't the red interior. I loaded the mission but what then. Also that magic medic looks interesting.
  22. Hi guys, can someone please tell me the code to force a vehicle lights off? Ive got this truck at an LZ with ai manning the gun but i cant get the lights off. Many thanks
  23. pipyn1970

    car lights off

    Hi Jim, nothing works. The empty vehicle with the ai gunner in still has lights on even thou the ai is set to stealth or combat & this action ["lightOff", jackal1]; is in the vehicle's init.
  24. pipyn1970

    car lights off

    Thanks Jim, I was almost right. I was putting in the vehicle init this action [lightOff, car1]; I didn't even think about setting the gunner as stealth or combat. Thanks again, I will try it out soon
  25. pipyn1970

    Animation Help?

    I hope you don't mind me butting in but I have an anim question also I need help with. I'm building a sniper mission where our target is an officer. The officer will walk around town on waypoints, talking to sentries as he goes. Each time he stops to talk I want him to play an anim then move off to the next & carry on doing this until we kill him. I know how to to enable switch move. The officer will be walking within a group i hope. My questions are: 1) what's the easiest way of getting the officer to do the above - follow waypoints, perform chat aims & then move to the next 2) what's the best code to allow him to be killed as while playing the aims I believe they can't be killed. Many thanks for any help
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