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SGJackson
Posted on: Jan 1 2011, 08:38


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Let's see, for Nº1: There is a script that was explained in the ArmA I edition guide to create fire, dust, smoke and colored lights.
But as I'm not even sure if that works I'd say you check out this page: http://community.bistudio.com/wiki/Categor..._Commands_ArmA2 I'm a 100% sure that I've seen a script that did exactly what you asked for!
Now, after closing this "Nº1 answer", you should know that you won't find a better page to solve at least 99,9% of your ArmA Editor troubles, and yes, it works for ALL 3 ArmAs. And if you don't find it on that exact page, it also helps very much to search for your trouble in that website.

For Nº2: You want to destroy a building. Alright, here's what you do (if you want a building already existing on map to be destroyed): Place a game logic with a name such as "house1" as close as you can to the building ID, and enter this into the game logic's init line: house1=nearestObject [ID-of-the-building] (I don't know if it's necessary to use the brackets, but if it throws an error using them, just remove them.) an alternate command would be: ID-of-the-building=nearestBuilding house1.
And then set a trigger (activate it to your needs) with this into it's init line: house1 setdammage 1 (NO, there is no gramatic error there, the command works that way due to a typing error of who created it... There's a correction: setdamage, but I don't and didn't use it and I usually use the other one)

PD: YES, those commands are listed in the page I gave you.

Best Regards, SGJackson!
  Forum: Mission Editing & Scripting · Post Preview: #72921 · Replies: 1 · Views: 3,330

SGJackson
Posted on: Dec 12 2010, 06:08


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Hallo all!

I just wanted to know if there's a possible way of creating a camera on ArmA II that allows the player to use High Command module's functions though the view of that camera... Just like in games like EndWar, Warcraft, Starcraft, etc.

If that's possible, then my mission would be a success and I'll 'invent' that sort of strategic game-mode in ArmA II. (the camera will be the 'original' touch wink.gif)

I really hope a response, even as stupid as it might be possible, but please, I'm really into this smile.gif

Thanks to all!
  Forum: Mission Editing & Scripting · Post Preview: #72650 · Replies: 0 · Views: 2,487

SGJackson
Posted on: Nov 12 2010, 17:20


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Much appreciated biggrin.gif happy.gif
  Forum: Addons - Works in Progress · Post Preview: #72175 · Replies: 4 · Views: 6,257

SGJackson
Posted on: Nov 12 2010, 01:53


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Alright so I got anotherone for you:

Let's say that I didn't buy Combined Operations (A2 + A2OA) and I bought only OA, if I NOW buy A2, would I then have the privileges that Combined Operations offer? (OBIOUSLY, not just downloading it, but installing it in a special folder or something?)
  Forum: Addons - Released · Post Preview: #72165 · Replies: 17 · Views: 15,907

SGJackson
Posted on: Nov 12 2010, 00:50


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Don't know, but it's gotta be 'too many'...

That's what the message is already telling me, I wanna know how to fix withouth having to reduce the number of polygons of my model!
  Forum: Addons - Works in Progress · Post Preview: #72163 · Replies: 4 · Views: 6,257

SGJackson
Posted on: Nov 11 2010, 14:10


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Hay Guise!

Hum.. So, that's what happens, OA pops up that error when I my Scar model to a unit __furious.gif __furious.gif

Thanks!
  Forum: Addons - Works in Progress · Post Preview: #72160 · Replies: 4 · Views: 6,257

SGJackson
Posted on: Nov 9 2010, 22:30


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Hey, and how to make the animation of the magazine going down when reloading and the aiming and that the little handle on the breech of the weapon moves back and foward when shooting?

Also, I noticed a bug!
I've already rotated the weapon, due to it was oriented to the right of the payer and now, it's oriented to the front like all the others... But the aiming bar (remember that there are 3 bars, 2 curved and a straigh one that points where the bullet's going) is still oriented to the right :S That means that I have my weapon oriented foward and the 2 curved bars, but the straight one is still to the right of the player, witch means that I fire to the right D:!

What to do sad.gif?

EDIT: Sorry for posting new post, I totally forgot about it :S
  Forum: Addons - Works in Progress · Post Preview: #72129 · Replies: 5 · Views: 10,891

SGJackson
Posted on: Nov 9 2010, 20:35


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ohhhhhhh, you're right, I've forgotten that part... So, my whole config looks like:
CODE
//Basic Definitions
#define true 1
#define false 0

#define VSoft 0
#define VArmor 1
#define VAir 2

#define private 0
#define protected 1
#define public 2

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

#define DefaultManWeapons Throw,Put

class CfgPatches
{
    class ownweapon //It's best to keep this the same as the name of your pbo, for simplicity
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"CAweapons"};
    };
};

class Mode_SemiAuto
{
    displayName = $STR_DN_MODE_SEMIAUTO;
};
class Mode_Burst: Mode_SemiAuto
{
    displayName = $STR_DN_MODE_BURST;
};
class Mode_FullAuto: Mode_SemiAuto
{
    displayName = $STR_DN_MODE_FULLAUTO;
};

class cfgWeapons
{
    class AK_74;
    class OWN_weapon: AK_74
    {
        model="\OwnWeapon\ownweapon"; //The directory of the model for the weapon
        displayname="OWN_WEAPON"; //The display name ingame
        class Single: Mode_SemiAuto //The semiautomatic firemode class
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound
            soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP
            reloadTime = 0.1; //How fast the weapon fires
            recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this
            recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing
            dispersion = 0.00125; //The dispersion
            minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon
            midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon
            maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon
        };
        class Burst: Mode_Burst
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
            soundBegin[] = {"begin1",1};
            soundBurst = 0;
            reloadTime = 0.1;
            ffCount = 3;
            recoil = "recoil_auto_primary_3outof10";
            recoilProne = "recoil_auto_primary_prone_3outof10";
            dispersion = 0.00125;
            minRange = 50;minRangeProbab = 0.3;
            midRange = 200;midRangeProbab = 0.7;
            maxRange = 500;maxRangeProbab = 0.05;
        };
        class FullAuto: Mode_FullAuto
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
            soundBegin[] = {"begin1",1};
            reloadTime = 0.1;
            ffCount = 30;
            recoil = "recoil_auto_primary_4outof10";
            recoilProne = "recoil_auto_primary_prone_4outof10";
            dispersion = 0.00125;
            minRange = 0;minRangeProbab = 0.1;
            midRange = 150;midRangeProbab = 0.7;
            maxRange = 300;maxRangeProbab = 0.05;
        };
    };
};


WOW! D@V€, you really did it! D*mn it feels good drunk.gif !! Well, I only have to add a HUGE quantity of detail to my weapon (that incudes changing the ugly model), change the inherit from AK to M8 and turn the model 90 degrees happy.gif

You rock.
  Forum: Addons - Works in Progress · Post Preview: #72121 · Replies: 5 · Views: 10,891

SGJackson
Posted on: Nov 9 2010, 17:17


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Ohhhhhhhhh!

You'll see: (I'll explain both problems)

1) I thought the 1st directory (pbofilename) was a folder created inside the .PBO, like I had none, I simply erased that part...
2) Like the HSO_AIM47: AK-47 was a model that I THOUGHT was from ArmA II, I didn't bother to keep it...

And, respect to that 'whole' config, I'm sorry, I've forgot the cfgPatches tongue.gif Technically THAT'S my 'whole' config tongue.gif I'll fix that now

Thanks for your anser wink.gif


EDIT: Okay, here's my cfgPatches stuff:
CODE
class CfgPatches
{
    class ownweapon //It's best to keep this the same as the name of your pbo, for simplicity
    {
        units[] = {};
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {"CAweapons"};
    };
};


Is it all okay? I mean, the 'CAweapons' is the appropiate thing to place?
And also, should I also include (before cfgPatches and cfgWeapons) the Basic Definitions? Witch are:
CODE
//Basic Definitions
#define true 1
#define false 0

#define VSoft 0
#define VArmor 1
#define VAir 2

#define private 0
#define protected 1
#define public 2

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define ReadAndWrite 0
#define ReadAndCreate 1
#define ReadOnly 2
#define ReadOnlyVerified 3

#define DefaultManWeapons Throw,Put


Again, thanks! wink.gif
  Forum: Addons - Works in Progress · Post Preview: #72115 · Replies: 5 · Views: 10,891

SGJackson
Posted on: Nov 9 2010, 06:42


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File ownweapon\config.cpp, line 4: 'cfgWeapons.': '{' encountered instead of ':'
So, I was boring and decided just to stick a random model, that I made in 2 secs (a weapon), in ArmA II: OA...

I don't have no textures to it yet due to it's a TOTALLY invented model... I've extracted this piece of config.cpp (that I'm using here) from my other post in this section:
CODE
class cfgWeapons
{
    class AK_74;
    {
        model="\ownweapon"; //The directory of the model for the weapon
        displayname="OWN_WEAPON"; //The display name ingame
        class Single: Mode_SemiAuto //The semiautomatic firemode class
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000}; //The firing sound
            soundBegin[] = {"begin1",1}; //As above, this is a coding relic, to when weapons made different sounds for semi or auto fire back in OFP
            reloadTime = 0.1; //How fast the weapon fires
            recoil = "recoil_single_primary_4outof10"; //The recoil, as defined in cfgrecoils, you'll usually just want to use one of the predefined values for this
            recoilProne = "recoil_single_primary_prone_4outof10"; //As above, but for prone-firing
            dispersion = 0.00125; //The dispersion
            minRange = 2;minRangeProbab = 0.3; //For AI, the minimum engagement range with this weapon
            midRange = 300;midRangeProbab = 0.7; //For AI, the medium engagement range with this weapon
            maxRange = 600;maxRangeProbab = 0.04; //For AI, the maximum engagement range with this weapon
        };
        class Burst: Mode_Burst
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
            soundBegin[] = {"begin1",1};
            soundBurst = 0;
            reloadTime = 0.1;
            ffCount = 3;
            recoil = "recoil_auto_primary_3outof10";
            recoilProne = "recoil_auto_primary_prone_3outof10";
            dispersion = 0.00125;
            minRange = 50;minRangeProbab = 0.3;
            midRange = 200;midRangeProbab = 0.7;
            maxRange = 500;maxRangeProbab = 0.05;
        };
        class FullAuto: Mode_FullAuto
        {
            begin1[] = {"ca\sounds\weapons\rifles\AK74_single2",1.77828,1,1000};
            soundBegin[] = {"begin1",1};
            reloadTime = 0.1;
            ffCount = 30;
            recoil = "recoil_auto_primary_4outof10";
            recoilProne = "recoil_auto_primary_prone_4outof10";
            dispersion = 0.00125;
            minRange = 0;minRangeProbab = 0.1;
            midRange = 150;midRangeProbab = 0.7;
            maxRange = 300;maxRangeProbab = 0.05;
        };
    };
};


I don't care what sound it has, or if it has muzzleflash or not, or any detail... I just want my weapon to appear and being able to fire it.
Now the error that turns out to be the title of my post is the error that I get when trying to initialize the game __furious.gif
Really have no idea of what's going on, so if any of you got the idea, post it and also (if you feel kindfull) explain how to give my weapon to a unit. stupid.gif

Thanks to ya'll thumbsup.gif
  Forum: Addons - Works in Progress · Post Preview: #72106 · Replies: 5 · Views: 10,891

SGJackson
Posted on: Oct 25 2010, 20:12


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Hallo, it's been a long time no-seen wink.gif!

Well, I'm in a pretty beautyfull mission, every leak on it has been covered ;P

The problem is that I have a script that 'timers' the player's time to accomplish an action given... Here, this is what happens: You get to a city (Bastam - Takistan) with 2 humvees, you're the subordinate of the leading humvee, then, you're given the order to secure a Palace with your group, they all dismount (your humvee) and, technically, the player should go inside the Palace to secure it.... But before you get in, a mortar barrage falls right out of the sky... (here's the important part:) actually, if the player doesn't stay messing around, he WON'T be hit by a mortar shell, but if he's dumb enough to not read the radio message that says that you must get inside the Palace NOW! In 15 seconds of messing 'round, a mortar shell will be created on his position, killing him ¬¬

Now, my script takes place when the player DOESN'T get inside the palace in 15 seconds:

CODE
;\\The rest of your group moving inside the palace:
sol1 domove (position pos3)
sol2 domove (position pos4)
sol3 domove (position pos5)

~15
?((john distance can)<20) then {goto "Safe Player :D"} else {goto "Boom Player D:"}

#Boom Player D:
_bomb= "Sh_105_HE" createvehicle position player
exit
#Safe Player :D
john sidechat "sh*t! HQ, we've just been striked by what appear to be a mortar barrage! they've destroyed the 1st humvee and killed everyone in it, please advice, over!"
~13
[west,"hq"] sidechat "Dammit! Reaper-one, hang tight, we're gonna get you! what's your position? over."
~8
john sidechat "We're trenched inside Bastam's palace, we'll wait for you! over."
~6
[west,"hq"] sidechat "Roger, I've already sent backup, hang in there! out."
exit


What the script is telling you, knowing that the symbon ' # ' defines sections in it and that "SH_105_HE" is a defined bomb-type, in an ordinary sentence (or should tell you, 'cause obiously it doesn't work...) is:

CODE
IF the player is within a 20-meter radius from an object, THEN go to the section "Safe Player :D" or ELSE go to the section "Boom Player D:".

#Boom Player D:
Make this bomb "SH_105_HE" get created right on the player's position

Stop executing the script.

#Safe Player :D
The player says within a side-chat  "sh*t! HQ, we've just been striked by what appear to be a mortar barrage! they've destroyed the 1st humvee and killed everyone in it, please advice, over!"

Wait thirteen seconds

The HQ says to the player within side-chat "Dammit! Reaper-one, hang tight, we're gonna get you! what's your position? over."

Wait eight seconds

The player says within a side-chat  "We're trenched inside Bastam's palace, we'll wait for you! over."

Wait six seconds

The HQ says to the player within side-chat "Roger, I've already sent backup, hang in there! out."

Stop executing the script.



Please help this is driving me nuts! sad.gifsad.gif
  Forum: Mission Editing & Scripting · Post Preview: #71954 · Replies: 0 · Views: 2,965

SGJackson
Posted on: Oct 20 2010, 15:00


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QUOTE(Brunks @ Oct 19 2010, 22:40) *
Hey man I snaked your scripts and tried to apply them to my mission for an airstrike and everything works up until the plane doin' it's thang! basically the marker moves and then nothing (although I do notice a drop in FPS after choosing the target). Can you give me any help with this?

Cheers


Well, the first thing to check is: have you waited enough?

I'll download again the script 'cause I made a lot of changes in the script (like adding 2 more planes instead of 1 (don't remember if I already posted it with 3 or 1, but I'll re-post)) and it's pretty much an artillery than an airstrike already... I'm pretty sure that you didn't wait long enough but I'll check it, and I'll post how to eliminate ONLY opfor units in a determined area, 'cause the script that I made of the airstrike isn't that precise...

I'll get back to you asap wink.gif
  Forum: Mission Editing & Scripting · Post Preview: #71920 · Replies: 2 · Views: 9,431

SGJackson
Posted on: Sep 12 2010, 17:21


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Alright, look, let's make it easier: Just give me a tut(s) that explain how to create addons and, while the guy's good, i'll understand. Thanks!
  Forum: Addons - Works in Progress · Post Preview: #71702 · Replies: 7 · Views: 10,379

SGJackson
Posted on: Sep 9 2010, 15:17


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HOLY ********************************************!!

Hmh... Well, I actually don't know what to say :S...

I didn't fully understood what's the config for(Weapons, Vehicles, Soldiers)... It may be a part of all those (?)

Still, my questions still are:
1- I make a model, I import it to O2? Or is there other program used for OA?
2- How to wrap textures in a way that they're all connected in a single file and when I apply it in O2 (or other program) it automaticly adjusts to the model?

In case you might've missunderstood, I DON'T know how to wrap textures tongue.gif

Really good job Dave... Still this sh*t's kinda messy for me, I rather prefer stick to my questions smile.gif
  Forum: Addons - Works in Progress · Post Preview: #71683 · Replies: 7 · Views: 10,379

SGJackson
Posted on: Sep 7 2010, 22:23


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Okay, now, explain:
CODE
         faction="Myfaction";


CODE
class CfgFactionClasses
{
    class Myfaction
    {
        displayName = "My Faction";
        priority = 67;
        side = TWest;
    };
};


It would be nice if you could explain the config.cpp and each line in it, and the faction system. If you already explained it and I didn't get it, then please make it easier smile.gif XD

Thanks!
  Forum: Addons - Works in Progress · Post Preview: #71677 · Replies: 7 · Views: 10,379

SGJackson
Posted on: Sep 7 2010, 21:27


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Solved!

You just click on map while in ULB.
  Forum: Mission Editing & Scripting · Post Preview: #71676 · Replies: 0 · Views: 3,746

SGJackson
Posted on: Sep 7 2010, 20:08


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Hay guise!

I barely learned how to make addons for ArmA1, now, is it different in OA? (I bet it is)
I'm really good at 3Ds Max 2011, and I'd like to know some things:

1- I make a model, I import it to O2? Or is there other program used for OA?
2- How to wrap textures in a way that they're all connected in a single file and when I apply it in O2 it automaticly adjusts to the model?
3- What would be an example of a config.cpp that places the addon in the 'Empty' section?

Thanks!
  Forum: Addons - Works in Progress · Post Preview: #71674 · Replies: 7 · Views: 10,379

SGJackson
Posted on: Sep 7 2010, 15:25


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Oh, I MIGHT be getting someting:

- The textures of all addons ARE NOT in the .PBO that contains the addon?

I meant: If I MAKE an addon, the textures of it has to be inside the .PBO that contains the model, config, etc. Now, in the default addons of A2 the textures are in some place else?

This just crossed my mind naughty.gif ...
  Forum: Addons - Released · Post Preview: #71670 · Replies: 17 · Views: 15,907

SGJackson
Posted on: Sep 7 2010, 00:46


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Mhmmmm....

But shoudln't it work as a normal addon?

I mean.... Let's suppouse that I MAKE the addon, I don't take it from A2, shoulnd't it adapt to AO?
Otherwise, what should I modify?!

And, what about the inheritance?!
  Forum: Addons - Released · Post Preview: #71657 · Replies: 17 · Views: 15,907

SGJackson
Posted on: Sep 6 2010, 02:45


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So, as I understand: It'll be enough with changing the configs?

I mean, I have a tank in ArmA II, the config says that you'll find it under "USMC\Armor\M1A2" (not sure what the path was, but doesn't matter)
Now, I change the config so you can find it under "US\Armored\M1A2" and I, of course, place the .PBO in the OA Addons folder then VOILÁ!

Is this right?
  Forum: Addons - Released · Post Preview: #71648 · Replies: 17 · Views: 15,907

SGJackson
Posted on: Sep 3 2010, 19:07


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Hay guise!

Humh.... Read title/subtitle smile.gif

Thanks!
  Forum: Mission Editing & Scripting · Post Preview: #71641 · Replies: 0 · Views: 1,759

SGJackson
Posted on: Sep 2 2010, 22:57


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And:
1) How to convert the addons?
2) In case I knew how to convert addons, I have to convert addon-by-addon or I just convert the folder/pbo?
3) Works the same way with islands?

Sorry if it's wrong section or if this topic wasn't meant to be posted in, it's just that it wasn't closed and I didn't know in what other section to post it tongue.gif

Thanks!
  Forum: Addons - Released · Post Preview: #71635 · Replies: 17 · Views: 15,907

SGJackson
Posted on: Sep 2 2010, 16:42


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Humh.... 2 things:

1) I meant the UAV, not the ULB...

2) Already figgured it out, the UAV can be accessed through empty stuff... That means that if I place a chopper (that's suppuosed to be the terminal to look through UAV view) with ppl already in it by the start of the mission, that chopper won't work as terminal 'cause it's not an empty object.... Now, if i place an empty chopper and a group to mount it, then the chopper will work as terminal although there's ppl in it NOW.... the thing is that the object must be empty by the start of the mission to work as terminal, doesn't matter if it gets filled with units later...
  Forum: Mission Editing & Scripting · Post Preview: #71634 · Replies: 3 · Views: 3,426

SGJackson
Posted on: Aug 29 2010, 16:49


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Hay guise!

So, look: I'm starting my campaign with a super-successfull 1st mission! The only thing that brings me trouble are the sounds... here're my problems:

1) I can't record them well.

2) They sound sh*tty.

3) They sound with eco in the mission and doesn't look like if somebody was actually talking to you. (it looks pretty much like a sh*tty sound ¬¬)

4) I've never been too good with sounds.

5) It'll take WAY LONGER to finish my short campaign.

So, that's why I made a poll.... If you prefer it with sounds you might regret a bit.. but it'll still have sounds. Otherwise I'll finish my campaign quicker and better. Besides... I've never been the guys that fills the mission with dialogs.

Thanks and, VOTE!
  Forum: Mission Editing & Scripting · Post Preview: #71598 · Replies: 0 · Views: 1,710

SGJackson
Posted on: Aug 29 2010, 02:19


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Yeah, but it ain't that easy for me to make the dialog, find the actors and recording & editing...

Besides, it has nothing to do if it's music or dialog.... The game doesn't know that, witch means that as long as there is a SOUND or a SONG or a DIALOG or, better explained NOICE the game's suppoused to wait until that NOICE is over to move on to the next NOICE (and text, of course).

Let's simplify it, I'll tell you all that I've done:

1) The 'NOICES' were already converted, and you CAN hear them in-game with no problem, I sticked them into Documents\ArmA II Other Profiles\Ghost\Missions\Shahbaz Village - [CO03]\Dialog

2) I placed my CivChat.bikb into Documents\ArmA II Other Profiles\Ghost\Missions\Shahbaz Village - [CO03]\kb

3) I placed my CivChat.sqf into Documents\ArmA II Other Profiles\Ghost\Missions\Shahbaz Village - [CO03]

4) I set a trigger with this command: grp_leader exec "CivChat.sqf"... It DID executed the script.

And that's all I did.......
  Forum: Mission Editing & Scripting · Post Preview: #71595 · Replies: 9 · Views: 7,451

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