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twiddlingthumbs

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Everything posted by twiddlingthumbs

  1. This is hard to explain, but here it goes. In the editor you have the choice to use characters from the campaign such as, Miller, James, Kerry, Stavrou etc. They are complete with voice acting. For instance... copy, roger, man down, enemy contact, mrap bearing 215 etc etc. If you experiment, and place "JAMES" down on the map, and order him to do something he will respond with his actual British accent, the same voice used in the campaign. YOUR guy will actually call him "JAMES" and not 2 or 3. So for example, "JAMES move to Grid 002134", "instead of 3 move to Grid 002134" HOWEVER, if you place Miller or Kerry down, They will not be called Miller or Kerry and will not have the same voice used in the campaign. They have the default American voice, and will be called T.T or something. Is it possible to make Miller actually Miller and use his actual voice. The same with Kerry. For some reason it does it for James and not the others. Which is annoying. I am not talking about assigning a custom name to a unit, just for the sake of calling him Miller or Kerry. I mean finding out how to access the voice recordings. I know they are there. If you play the campaign, You can hear Kerry say things like CONTACT, MAN DOWN bla bla. So the files are there. Any help will be appreciated.
  2. I cannot get this to work for the life of me. I put this in my description.ext class CfgIdentities { class Ash_Williams { name = "Bruce Campbell"; face = "Face20"; glasses = "Delta_glasses"; speaker = "Dan"; pitch = 0.1; }; }; //then this setIdentity "Ash_Williams"; or give the unit a name like unit1 and then put unit1 setIdentity "Ash_Williams"; in the units init box. It won't work. Please help.
  3. Hey, Under configure then controls and then the helicopter movement drop down menu. It says right pedal and left pedal. The default is set to your Q and E keys. I would like to change those to my right and left mouse buttons on a standard mouse. (So my primary mouse button and second mouse button). I can get my primary button to operate the left pedal okay, but not the secondary button to work, due to it being the zoom in button you use to temporarily zoom in as well. I've tried playing around to get into work but to no avail. Does anyone know how to do this? : ) ---------- Post added at 14:33 ---------- Previous post was at 14:25 ---------- It's ok I've figured it out. You have to input hold secondary mouse button not just click the button once.
  4. twiddlingthumbs

    Episode 3, "Game Over" mission

    Don't understand why people find it so impossible. I completed the mission first time on Expert difficultly without a single causality. Just take your time. Grab the truck with the sirens on. Go pick up the NATO survivors, then head and rescue the guerrillas use the demolitions expert to detect the mines. Send him in front and follow in his path in single column. Get the guerrillas and head to the coast or airfield. Simple. Of course there other ways to complete the mission. This is just the most obvious choice.
  5. twiddlingthumbs

    Episode 3, "Game Over" mission

    No, it has been purposively disabled to encourage re-playability. It's a pure sandbox mission where you are let loose to do what you want. The idea being that every time you play the mission a different outcome will ensue. Also it gives you a sense of urgency and enhances the idea that you're alone and your main objective is to survive and get off the island. You only have "one" life. If you want to have unlimited saves. Then you will have to un-pack the .pbo mission file and find the appropriate .sqf and delete the line of code which disables the save function. And then play the mission through the editor. People have complained that the Win episode is too short. However the missions are much beefier and are longer. You are also given more freedom and choice. Whereas Survive has shorter and more precise missions. The greatest games allow you to be creative and imaginative, and require you to actually use your brain. For example chess. Arma 3 is second to none when it comes to this.
  6. Arma 2 campaign was way better. ROCK ON TEAM RAZOR YEAHH. Fuck Kerry and his pussy ass guerrillas.
  7. twiddlingthumbs

    Why are much more people playing Arma 2?

    I'm sick and tired of fighting Taliban and Russians etc too. I haven't got a problem with fictional factions and the such. Just their helmets and gloves and those things round their necks. Remove them and I'd love opfor. I think the colour of their pattern is pretty cool. The brown I mean.
  8. twiddlingthumbs

    Why are much more people playing Arma 2?

    I will tell you why. Because of the monstrosity of the Opfor uniforms. Every time I look at their fucking weird helmets I want to be sick. And the Skeletor gloves. Who ever designed those needs to be shot. It's completely ruined the game for me. Why and earth would you design the blufor and independent uniforms quite successfully and go "uh I know" , "I will just totally fuck up the design of Opfor Uniform just for the funnies". You know.. Because it's futuristic
  9. So I want to use the Darter. BUT. I want it to be already on the units back when the mission starts. So by using... this addBackPack "O_UAV_01_backpack_F"; I don't want to just place a Darter down in the editor and sync it to the module. I want it to be already equipped along with the UAV terminal. I've used this addweapon "UavTerminal_base"; But I can't get to link the two and get control over the darter. How do I do it? Thank you!
  10. I would like to know if I could take something like this: _alpha = [unit1, Unit 2, Unit 3, Unit 4]; {removeHeadgear _x; removeGoggles _x; removeBackpack _x; removeVest _x; removeUniform _x; removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x;} forEach _alpha; And instead of having to type Unit 1, 2, 3 etc. just type Blufor or Opfor And have the command affect every Blufor or Opfor unit I place. So I don't have to give the unit a name in the editor. If you only have 4 or 5 units it no problem but if you have 50 it soon becomes tiresome to have to name each unit from 1 to 50. CHEERS
  11. twiddlingthumbs

    Set Identity problem

    HRuhhrh, It's always the stupidest smallest thing. You have to LOAD the actual file in the editor, not just save it. I was editing the description file and then alt-tabbing back in and just saving it. So my changes weren't taking place. I was very tired at the time though.
  12. twiddlingthumbs

    Set Identity problem

    class CfgIdentities { class Bob { name = "Bob"; face = "Kerry"; glasses = "None"; speaker = "Male03PER"; pitch = 0.1; }; }; I've tried this, still no luck. Do I have to put execVM "description.ext"; In my init.sqf ?
  13. twiddlingthumbs

    Set Identity problem

    nope doesn't work : (
  14. Using the basic script below, I want Bob to be a Group Leader and have other units assigned to his group and follow his commands, like you would do in the editor by using the F2 group tool, but I only want to use sqf alone. I don't understand how you use the Group command and how to apply it to an array. _groupOne = Bob; _groupOne setSpeedMode "LIMITED"; _groupOne doMove (getMarkerPos "Marker1"); waitUntil { ((_groupOne distance getMarkerPos "Marker1") < 0.5) }; _groupOne doMove (getMarkerPos "Marker2"); waitUntil { ((_groupOne distance getMarkerPos "Marker2") < 0.5) }; _groupOne doMove (getMarkerPos "Marker3"); waitUntil { ((_groupOne distance getMarkerPos "Marker3") < 0.5) }; _groupOne doMove (getMarkerPos "Marker4"); waitUntil { ((_groupOne distance getMarkerPos "Marker4") < 0.5) }; //So when Bob moves to the Markers he has is group follow him as well. Thank you. ---------- Post added at 22:36 ---------- Previous post was at 21:31 ---------- I've found out a way on my own. Can someone please check this is the proper way to do it. groupOne = group Bob, group Tom; groupOne setSpeedMode "LIMITED"; sleep 5; _wp = groupOne addWaypoint [getMarkerPos "marker1", 0];
  15. Ok, now I am facing another problem. The units move with their guns raised, (not across their chest pointing to the ground). I want them to walk around in a patrol like fashion. groupOne = group Bob; [Tom,Paul] join group Bob; groupOne setSpeedMode "LIMITED"; groupOne setBehaviour "AWARE"; // I have tried "CARELESS" as well. [groupOne, 2] setWaypointCombatMode "GREEN"; sleep 5; _wp = groupOne addWaypoint [[5424,17892,76], 0]; _wp2 = groupOne addWaypoint [[5401,17893,76], 0]; _wp3 = groupOne addWaypoint [[5396,17927,76], 0]; _wp4 = groupOne addWaypoint [[5496,17927,76], 0]; _wp4 setWaypointType "CYCLE";
  16. Ok, What I want to achieve is, Create a list of weapons, let's say this list has 5 different options in it. (5 different weapons) to choose from. Then place a unit down on the map, and give him the option to randomly select one of the 5 different weapons from the list. So each time I play the mission the said unit has a different random selection of weapons/items/clothes from the options I have given him. _dudes = [unit1, Unit2, Unit3, Unit 4, Unit 5, Unit 6]; {removeUniform _x; _x addUniform "U_mas_afr_O_rebel3";} forEach _dudes; Using this for example, I can add a new uniform of my choosing to each object in the array. So I don't have to make a script for each individual unit. That's great but each unit has the exact same uniform, I want to make them all wear different clothes, but I don't want to choose for them, I want them to access different clothing themselves. I am aware of the random command but I do not know how to use it. Any help will be appreciated. I am very new to scripting. So really haven't a clue what I am doing. Regards Chris.
  17. _people = [bob, John]; {removeUniform _x} forEach units _people; {_x addUniform "U_mas_afr_O_rebel3"} forEach units _people; //I can not get this to work, can someone please help and tell me what I am doing wrong. I have named the units appropriately in the editor Bob and John.
  18. twiddlingthumbs

    Selecting objects within an array

    It worked, Thanks Giallustio! :)
  19. twiddlingthumbs

    Modules - Civilian

    post new balahh
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