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Posts posted by ksp95
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On 8/29/2020 at 9:40 AM, TeTeT said:Hi,
thanks for the kind words. Right now the music playback is only available to the pilot:
"alive _target and player isEqualTo driver _target"
There is a good reason for this: if I allow any crew member to play the music, I need to add some mechanism so only one song is being played. Not sure how to implement this, as it's not quite clear to me how to check if the say3D that is being used is still running or not. In other words: I see your want in SP missions, but I do not know how to make it work reliably in MP.
Cheers,
TeTeT
Is the script available so that I can add it to individual vehicles through init ?
Thanks -
On 3/16/2020 at 6:47 PM, TeTeT said:Scripting wise, the custom music option for missions and addons was improved further, now working with JIP players and the sounds config of the range is now taken into account when playing back the music. Also this video shows how to edit a mission to sport your own music on the Huey: https://youtu.be/n2rciHP55uA
You can find an update video at https://youtu.be/Wph566S5J3s
Enjoy!
you dont know how much joy this brings, being able to spam music is a gift.
My only drama, can music be played by passengers or only pilot ?
I use a lot of AI support for transport ect and would like to be blasting Fortunate Son whilst terrorising some poor farmer but cant seem to do it as a passenger
THANKS !! -
2 hours ago, NinjaRider600 said:Exactly, no need to sync it to anything else. It runs for the whole system.
awesome!
Got to say Im really liking the direction youre taking hetman, simple changes like transport for recon makes a lot of difference to the game.The new arty auto rhq is working well with RHS artillery my only drama is the lack of other shells and limited magazines
Is there a way to manually "RydHQ_Add_OtherArty = [" in the game without having to play around with inits and scripts ?!
Second is there a way through HAL to add infinite magazines to artillery ?
Many thanks 😄 -
12 hours ago, NinjaRider600 said:The RHQ module registers the class of the object for the rest of the mission. So if the respawned truck is the same (same class), it will be known to HAL as an ammo truck.
Ok excellent,
and I dont need to sync the module registers to a hal commander do I ? -
On 10/27/2019 at 4:31 AM, NinjaRider600 said:To set them up, simply sync the module to a unit you want to register as a type defined by the module in question. The module will retrieve the class of the unit/vehicle and HAL will consider that object a certain type. For example, for a moded ammo truck, place down the ammo support RHQ module and sync it to that truck. Now all trucks of that class will be known to HAL for being ammo trucks. The synced unit can still be used during the mission as the module won't affect it. The RHQ modules can also be used in conjunction with the asset compiler as they will run before the asset compiler snatches the groups and deletes them.
Hi Ninja
Thanks for getting back to me,
what you said makes perfect sense, just another quick question
so if I sync the ammo truck to the ammo support module and that vehicle gets destroyed but then replaced by another one through the reinforcements (asset compiled truck) will it then recognise that vehicle
Or do i need to sync asset compiled vehicles to the same rhq module
hope that made sense 😄 -
Afternoon,
Loving the addon mod, youve done such a great job transforming and modernising HETMAN.
I saw that you recently added the "RHQ modules"
Are you able to briefly explain how to set them up properly ? (ideally a demo mission like the cargo one you did before)
Many thanks
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3 minutes ago, NinjaRider600 said:Also I believe that mission is really outdated. I got new ones coming I'd recommend waiting for to get the most out of the script. Got tons of missions laying around in my folder for which I will post mod requirements if I decide to post them. Only reason I never did was because many want a demo to use default content to avoid having to download extra mods just to see how the script works.
It might be,
But it still runs with no addon errors !
Also there arent loads of people who run vanilla arma anyway so... -
4 minutes ago, NinjaRider600 said:Although I have not prepared any RHQs for mods, I do use RHS in every single mission I play and I tweaked in RC4 or RC5 the autofill mode to make it run on every order cycle. That means that, at all times, HAL will evaluate the configuration of classes that have been spawned before giving them orders to follow. This last features allows players to switch roles on the fly by embarking different vehicles but also makes sure that any modded content will have a fairly accurate evaluation of its config for determining its role.
In short, no I haven't started making RHQs for mods but the autofill mode is very efficient and now can be fully exploited to make sure every unit has a proper role.
Thanks for the swift response dude,
its much appreciated.
From what I understand of HAC the RHQs allowed for the leader to sent appropriate units and give certain tasks for certain units, SF get recce missions, AT squad sent to deal with Tanks and so on.
With this "autofill mode" is HAC still able to recognise these roles and then give orders appropriately ?
Or would you still recommend doing RHQs for mods ?
Many thanks -
Hi again,
Apologies if this is a bone question,
I have very little experience with the script version of HETMAN, ( i predominantly used addon for arma 2 and 3)
I downloaded the demo chernarus mission (RHS USAF vs AFRF)
Have you added the classnames for RHS to hetman or would i need to do the "RHQand RHQsArrays" and categorise all the units ?
Also are there any other mods you have done the classnames for ?
Hope that made sense,
Many thanks -
Hi dude,
Great to see Hetman is still going strong,
Just a quick question, would you anticipate VCOM ai clashing with Hetman ?
Thanks -
would be really nice to see the new skins on the vehicles, seems a shame to not release them after the hard work youve put in.
I really like the mod so far, far superior to vanilla units and works seamlessly with RHS units- 1
The Unsung Vietnam War Mod 3.0G - Golf Released !!!
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@TeTe T Sorry to disturb you again,
Just another quick question about custom music,
I have managed to get it to work fine with my music my only problem is that the audio is pretty quite and gets droned out easily.
so far I'm running the script version looks something like this;
class music_two
{
name = "Fortunate-Son";
sound[] = { "sounds\Fortunate-Son.ogg", 100, 1, 500 };
titles[] = { 1, "Fortunate-Son" };
uns_music_chopper = 1;
uns_music_pbr = 1;
};
From the instructions it says the first of the 3 numbers after the .ogg file determines the volume, however it doesnt seem to do much
Any ideas ?
Thanks