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kovvalsky

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Everything posted by kovvalsky

  1. Hi all, i have a new headset: - USB Headset Steelseries Siberia 150 My specs are: - Windows 7 home x64 - ASRock G41M-S3 (http://www.asrock.com/mb/Intel/G41M-S3/index.es.asp?cat=Download&os=BIOS) - USB mouse and keyboard - TOSHIBA LCD COLOR TV (http://support.toshiba.com/support/family?fname=LCD%20TV) - Nvidia Geforce Gtx 650 ti Last drivers of: - NVIDA - Realtek - DirectX - BIOS - USB Headset I have no sound in the game. I think the problem is in the steam client. I contacted the technical support of steam but they have not helped me at all. Here is the conversation: Do any of you have had the same problem? Can you help me? Thank you very much.
  2. kovvalsky

    No sound - USB Headset

    You right, USB headset disappear and appear constantly. Only when I close the Steam client, the USB headset device works correctly, and no longer disappear. Any ideas? I wish you could give me good news ^_^
  3. kovvalsky

    No sound - USB Headset

    Yes, the device still the default. I have latests drivers for all, the only thing is, like i said before: when i have music or something playing in the background (before launch steam and arma)and play the game, the devices go crazy: The headsets connects and disconnects every 2 secs(on win device manager). So i heard ONLY the background music (never ARMA3) via TV speakers and then change to Headsets, again TV speakers --> headset --> loop to infinity. When i close arma and steam, the device loop stops and all the devices works perfectly. No, direct to the PC, on USB 2.0 (i tested all USB ports with no luck) .Thanks for you shot, i don have usb adaptor, the cable is pure USB, and yes, i make the same. I tested start steam on win start (no luck) and the opposite, start steam manually (no luck) Yes, i tried disconnect all possible devices (Nvidia audio device inclusive, to disconnect TV speakers) with no luck, allways the same.. Steam overlay works fine: inside Arma3, i go to steam menu (SHIFT+TAB), and play a Arma3 song.. i heard the song but the devices go crazy. thank you very much for the support guys. Let's see if I can fix it soon
  4. kovvalsky

    No sound - USB Headset

    Thanks again, Change the setting the of the exclusive modes to on/off (the tab in the audio device properties)? Yes, tested. No luck Lowering the audio quality (in the same tab)? tested with no luck Disable VON in Steam How to disable VON? I set the Receive Volume all the way down, and i enable push to talk but do not set a key. Check the Windows System eventlog for errors with drivers Checked, no audio device errors Could you run DXdiag and post the results of the Sound tab (with the information on you usb audiodevice)?
  5. kovvalsky

    No sound - USB Headset

    USB headset function properly except within the Steam games platform, the other works.
  6. kovvalsky

    No sound - USB Headset

    thank you ozzbik for your reply. I have tried every USB port. I took almost 2 weeks searching, reading, testing. I searched long before post here. This is my last bullet. :) Thank you again
  7. kovvalsky

    While with If/Then

    cthulhu616 is right, try this switch (true) do { case ((player distance BROTHER)>5000): { playSound "LongRange"; hint "LongRange"; }; case ((player distance BROTHER)>2450) && ((player distance BROTHER)<2550): { //code.. }; }; Made with KK's SQF to BBCode Converter
  8. kovvalsky

    respawn problem

    Your code does not have much sense to me, but maybe onPlayerRespawn.sqf or Respawn EventHandler can help you. You can store one variable on player like "RespawnVar" or something with setVariable command, and look at the value anytime.
  9. kovvalsky

    Getpos grenade

    Ok.. and waitUntil {(((getPosATL _grenadeObj) select 2) < 0.1 or something?)? player addEventHandler ["Fired", { if ((_this select 4) isEqualTo "SmokeShellOrange") then { _grenadeObj = (_this select 6); _makeFire = [_grenadeObj] spawn { private ["_grenadePos","_grenadeObj","_createdFires"]; // FOR TESTING ONLY, BUT IT WORKS ----------- while {((getPosATL (_this select 0))select 2)> 0.1} Do { hint format ["%1",(getPosATL (_this select 0))select 2]; sleep 0.1; }; // --------------------------------------------- _grenadeObj = (_this select 0); _grenadePos = getPos _grenadeObj; _createdFires = []; sleep 2; for "_i" from 0 to (floor(random 4)+2) step 1 do { _fire = "test_EmptyObjectForFireBig" createVehicle [((_grenadePos select 0) + floor(random(6))), ((_grenadePos select 1) + floor(random(6))), (_grenadePos select 2)]; _createdFires pushBack _fire; sleep 0.01; }; waitUntil {isNull _grenadeObj || !alive _grenadeObj}; { deleteVehicle _x; } count _createdFires > 0; }; }; }];
  10. kovvalsky

    Getpos grenade

    maybe waitUntil {isTouchingGround _grenadeObj} can help here AND to make fire manually: _colorRed = 0.6; _colorGreen = 0.5; _colorBlue = 0.5; _particleLifeTime = 1; _particleDensity = 100; _particleSize = 1; _particleSpeed = 2; _effectSize = 1.2; _orientation = 5.4; _damage = 1; //--- FIRE _emisorFuego = "#particlesource" createVehicle _pos; _emisorFuego setPosATL _pos; _emisorFuego setParticleParams [["\A3\data_f\ParticleEffects\Universal\Universal",16,10,32], "", "billboard", 1, _particleLifeTime, [0,0,0], [0,0,0.4 * _particleSpeed], 0, 0.0565, 0.05, 0.03, [0.9*_particleSize,0],[[1*_colorRed,1*_colorGreen,1*_colorBlue,-0], 1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,-1],[1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,-1],1*_colorRed,1*_colorGreen,1*_colorBlue,0]],[1], 0.01, 0.02, "", "", "",_orientation,false,-1,[[3,3,3,0]]]; _emisorFuego setParticleRandom [_particleLifeTime / 4, [0.15*_effectSize,0.15*_effectSize,0], [0.2,0.2,0], 0.4, 0, [0,0,0,0], 0, 0, 0.2]; if (_damage > 0) then {_emisorFuego setParticleFire [0.6*_damage, 0.25*_damage, 0.1];}; _emisorFuego setDropInterval (1/_particleDensity); //--- FIRE LIGHT _lightSize = (_particleSize + _effectSize)/2; _light = createVehicle ["#lightpoint", (getPos _emisorFuego), [], 0, "CAN_COLLIDE"]; _light setPos [_pos select 0,_pos select 1,(_pos select 2) + 0.5]; _light setLightBrightness 1.0; _light setLightColor [1,0.65,0.4]; _light setLightAmbient [0.15,0.05,0]; _light setLightIntensity (50 + 400*_lightSize); _light setLightAttenuation [0,0,0,1]; _light setLightDayLight false;
  11. kovvalsky

    1/2 in Ground 1/2 not

    heightOffset = 6; weapon1 = createVehicle ["Land_New_WiredFence_10m_F", [0,0,0],[], 0, "CAN_COLLIDE"]; weapon1 setPosATL [(getPosATL this) select 0,(getPosATL this) select 1, heightOffset]; weapon1 setDir (getDir this); deleteVehicle this; killzonekid - Fixing quadrupeds and maybe this can help you killzonekid - Building Bridges
  12. kovvalsky

    Dynamic Breaching and locking doors

    Humm.. i try to give you some starting point.. For now, i don't know but i think you can't destroy only the doors of any building. But you can access to the doors position by selectionPosition command. And you can animate that door with animate command. Like this: // this command give you the position offset of the door on the building _nearBuilding = (nearestBuilding player); _doorOffset = _nearBuilding selectionPosition "Door_1_trigger"; // so, to get the exact position you can use modelToWorld _nearBuilding modelToWorld _doorOffset; //to animate the door: _nearBuilding animate ["door_1_rot", 0]; //Close _nearBuilding animate ["door_1_rot", 1]; //Open Now, you need to know how many doors in the building are.. you can take a look into configFile _nearBuilding = (nearestBuilding player); _numDoors = getNumber (configFile >> "cfgVehicles" >> typeOf _nearBuilding >> "numberOfDoors"); //now, you can make a loop with _numDoors for "_indx" from 1 to _numDoors do { _doorAnimName = format ["door_%1_rot", _indx]; _nearBuilding animate [_doorAnimName, 1]; }; with this you can place a WeaponHolder/Trigger/GameLogic or anything on the offsetPosition, and add an action to that. (on Condition "(_target distance _this) < 2") Also you can check how far is the unit from the door with distance command To lock the doors you need to do: _nearBuilding = (nearestBuilding player); _nearBuilding setVariable ['bis_disabled_Door_1',1]; Maybe if you make a "onEachFrame" EH with BIS_fnc_addStackedEventHandler and check all the things above you can make a good Breaching and locking script. Hope this helps take a look on this..
  13. I made a very simple function for this, simply perform an addAction command and store the action ID to the object with the action: [color="#FF8040"]addActionWithID [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b]{[/b][/color] [color="#191970"][b]private[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"_ActionID"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accVarName"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accObject"[/color][color="#8B3E2F"][b],[/b][/color] [color="#7A7A7A"]"_accTitle"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accCode"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accArgs"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accPriority"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accShowWindow"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accHideOnUse"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accShortcut"[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"_accCondition"[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accVarName[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]0[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"ActionID"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accObject[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]1[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]objNull[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]objNull[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accTitle[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]2[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"noTitle"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accCode[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]3[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b]{[/b][/color][color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accArgs[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]4[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]nil[/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accPriority[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]5[/color][color="#8B3E2F"][b],[/b][/color][color="#FF0000"]1.5[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#FF0000"]0[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accShowWindow[/color] [color="#8B3E2F"][b]=[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]6[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accHideOnUse[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]7[/color][color="#8B3E2F"][b],[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#000000"]true[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accShortcut[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]8[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accCondition[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#000000"]_this[/color][color="#8B3E2F"][b],[/b][/color] [color="#FF0000"]9[/color][color="#8B3E2F"][b],[/b][/color][color="#7A7A7A"]"true"[/color][color="#8B3E2F"][b],[/b][/color][color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]""[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b]][/b][/color] [color="#191970"][b]call[/b][/color] BIS_fnc_param[color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_ActionID[/color] [color="#8B3E2F"][b]=[/b][/color] [color="#1874CD"]_accObject[/color] [color="#191970"][b]addAction[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_accTitle[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accCode[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accArgs[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accPriority[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accShowWindow[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accHideOnUse[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accShortcut[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_accCondition[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#1874CD"]_accObject[/color] [color="#191970"][b]setVariable[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#1874CD"]_accVarName[/color][color="#8B3E2F"][b],[/b][/color][color="#1874CD"]_ActionID[/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter USAGE: [b][[/b] [color="#696969"]STRING[/color]: VariableNameOfActionID[b],[/b] [color="#696969"]OBJECT[/color]: ObjectToAssignAction[b],[/b] [color="#696969"]STRING[/color]: ActionTitle[b],[/b] [color="#696969"]STRING or CODE[/color]: ActionScript[b], [/b] [color="#696969"]ANYTHING[/color]: ActionArguments[b], [/b] [color="#696969"]NUMBER[/color]: ActionPriority[b], [/b] [color="#696969"]BOOLEAN[/color]: ShowActionInMiddleScreen[b],[/b] [color="#696969"]BOOLEAN[/color]: HideActionOnUse[b],[/b] [color="#696969"]STRING[/color]: ActionShortcut[b],[/b] [color="#696969"]STRING[/color]: ActionConditionToShow [b]] call addActionWithID; [/b] i.e: [b][[[/b]"MyActionID",player,"Say Hello",{hint "HELLO";}[b]],[/b] "addActionWithID"[b], false, true] call BIS_fnc_MP;[/b] player [b]removeAction [/b](player [b]getVariable [/b]"MyActionID");
  14. Hi, if the AI unit is in your team, you can select it >> Then press 6 >> And then you can order it to run the custom action. is there a possibility to perform this via script? thanks!
  15. kovvalsky

    AI animations and stuff

    MP: 1. i think BIS_fnc_ambientAnim is local, you need to use BIS_fnc_MP to do that works on all players. 2. You need to do it manually..
  16. thanks Larrow, it work's! from biki: [b]User[/b] Description: Soldier 'unitName' does nothing. Executes the custom action with the given index of the the target unit. Indexes are based upon the order in which the actions are added to the unit. See addAction. Syntax: unitName action ["User", target unit, action index] Example: gameLogic action ["User", player, 3];
  17. kovvalsky

    AI animations and stuff

    MP or SP? ---------- Post added at 13:45 ---------- Previous post was at 13:35 ---------- 1. Go to animation viewer and search. then you can use switchMove, playMove, playMoveNow or playAction (action list) or maybe BIS_fnc_ambientAnim 2. Yes, you can use on Act inside waypoint to do things or exec scripts
  18. thankyou Das Attorney, i think that too. Now, my question is if this FSM can have problems with the default IA FSM...
  19. if you have a _player variable (i.e. _player = player) and player is killed, _player becomes a nullObject when respawn.. Is there any way to get player's new body without Event Handlers or Event Scripts? thankyou! ---------------------------------------------------- SOLUTION FOUND: ---------------------------------------------------- if you assign a name to the player, you can ask to that name with this: call (compileFinal "playerName") if you want's a player object variable: _playerVar = call (compileFinal "playerName") ---------------------------------------------------- i.e. if you have a player named "Soldier1" in the editor call (compileFinal "Soldier1") is equal to Soldier1 so: getPosATL (call (compileFinal "Soldier1")); it's the same as: getPosATL Soldier1; this prevents objNull on respawn when you have assigned a unit to a variable
  20. i dont know how to work FSM internally.. and if is more expensive with the performance. take a look if you want, and see how it works: no loops, only conditions.. but remember, work in progress :P FSM_A3Revive for now, im working between unconscious and main state animations..
  21. no one. only for testing.. but i see a lot of benefits. (no EH, no loops (+ -), multiple states, visual interface, easy to do) I'll do more things besides REVIVE
  22. jeje dont worry. dont expend time on this.. I'll do it with EH thank you for your time JShock! :p (im still open to suggestions) :p ---------- Post added at 19:30 ---------- Previous post was at 18:37 ---------- i found this, and works!!: Player name: P1 _player = [_this,0,objNull] call BIS_fnc_param; //Get player's name _pName = vehicleVarName _player; //If don't have name assign one if (_pName == "") then { _pName = Format ["P%1%2",floor (random(100)),floor (random(100))]; _player setVehicleVarName _pName; Call Compile Format ["%1 = _player;",_pName]; }; // _player = call (compileFinal "P1") //Assign player object to a variable _player = call (compileFinal _pName); so, if you have a name assigned and use call compileFinal "name" it works
  23. No, only 4 sides possible.. but if you set the unit rating to i.e. -10000, the unit becomes a reneage, ENEMY side. i dont know if you can make a Renegade's crew. Maybe with addons
  24. jeje yeap.. but if you assign a name on editor.. and check that name on debugConsole.. it works
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