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mrsandbox

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Everything posted by mrsandbox

  1. Works in a loop...Had allready a solution but this is much better. Thanks for your input=)!
  2. Overall the function works great in my little scenario, now i have one problem. As soon as the chopper lands and the first part of the Unitplay Script is done, it is hovering back in the air, instead of waiting there until the condition is over. [x1, CODE FOR LANDING ]spawn BIS_fnc_UnitPlay; waitUntil {! (player in x1)}; [x1, CODE FOR FLYING AWAY] spawn BIS_fnc_UnitPlay; If the code for Landing is played the chopper is hovering back in the air until the player gets out. but it needs to stand on the ground. I tried to disable ALL sections of the pilot AI and the chopper itself. it didnt help. Thanks in advance if you got an idea!
  3. mrsandbox

    RHS Escalation (AFRF and USAF)

    Id need the classnames for RHS:GREF. Couldnt find them. Not on the RHS homepage or anywhere else. Thanks in advance.
  4. Just wanted to say a big Thank you, to all the developers involved in this project. You made the damn whole game playable in the third installment. This is fantastic. I like the fact that with the complete CUP pack you got everything you need without installing thousands of mods. I consider making a campaign/scenarios in Harvest Red style, still love the Arma 2 series and the Chernarus setting most.
  5. R3vo, how would i make the script check if all lines has run, so for example i wait to make a conversation end, and then in the script complete the task. thanks in advance!
  6. mrsandbox

    [Campaign] Operation Aegean Spear

    Sad to see how many people drop support for their own creations, even if there a gamebreakers and stuff which makes the content not playable. I mean, people put so much work in these things, and then just kicking their own work insteed of reworking stuff which is already very good.
  7. mrsandbox

    [SP-Campaign] Ice

    So Looks like this campaign "is on ICE" ?! ^^=)
  8. mrsandbox

    FHQ TaskTracker

    Hey Varanon, first of all thanks for the great script you made here ! Would it be possible to update the Script so that the Task pop up´s are showing the pictures from the new overhaul? you can see the pictures like "kill", "scout" and so on in the Tasks, but if the pop ups for the task state get called, there´s just the old design, without the new task type picture. thanks in advance!
  9. Yea, can confirm this. As you use lip files with say or say3d sound begins to stutter ugly. Please have a look into this BIS:
  10. Great Script. Can you tell how the chances for including voice files are standing right now?
  11. mrsandbox

    Task Modules/Order of tasks in briefing

    Nothing new even since the Task Overhaul Update. Please look into this BIS.
  12. Awesome...Thanks very much!!!
  13. thanks for your fast reply, but it shows only the speaker + "current line" not the actual dialog. i dont mind if it takes some time, but would be awesome if you can adjust it as it is in my line. its also important that the text is show exactly as it is in the line in the upper border on top of the cinema border.
  14. R3vo, another question for your script. Would it be possible to include BIS_fnc_dynamicText function for the script? There are plenty more options to show the text, for example size, colour and so on. What i actually want to do is show the text in the upper screen right over the cinema border. I dont have scripting knowledge, so it would be great if you support me with this one line change in your script if you allow. I want to exchange the cutText option with the dynamic text function, so the dialog is displayed in the upper screen. switch (_chatType) do { case 0: {cutText [format ["%1: " + _currentLine,name _currentSpeaker],"PLAIN DOWN"]; call _checkSound}; this would be the code to exchange with the cuttext case: 0=["<t size='0.4.0' color='#ffffff'>The Dialog to be shown</t>",0,-0.35,25,0,0,0.2] spawn bis_fnc_dynamictext; you would be a great help, thanks in advance!
  15. got it working now, sorry. problem on my side.
  16. Problem is that the person who speaks the dialog in textform has no sound. I definded it in the description.ext and it shows up as sound in triggers, playing the sound via trigger also works. calling the script via trigger: 0 = [[l1,l2],0] spawn Revo_fnc_createConversation; l1 = ["Nice weather today wonder if we get some fishes today!",s1,["sounds/t1"]]; but no audio.
  17. This is fantastic. I wanted to use it for cutscenes, but the text does not show, seems to have something to do with the camcreation and the HUD. Do you know a workaround to make this work? Thanks in advance! Okay, Cuttext works no problem. But somehow my sounds are not played by the character? I even defined them in the desciption.ext.
  18. Hey, are slots allready full/other then recording press guys? if possible i want to join as individual player on the event.
  19. There is a problem with editing vehicle crews in Eden Editor. Example: Edit a unit via Virtual Arsenal in Eden Editor, Change some Equiqment. Place a Helicopter with Crew and move a Unit inside Unit which should sit in Cargo Position now instead changes place with Helicopter Crew or Pilot Position. If you do it in Eden Editor, its not wrong, if you preview the mission, they change places. Also it would be very handy to have a function where you can change the crew or cargo position of units in vehicles in Eden Editor.
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