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ArmA - Addons & Mods Discussion / Insurgency - Getting started
« Last post by BlackDog on Today at 15:48:40 »
I've been playing around with Insurgency Co-x v1.095 which I downloaded from the Armaholic website.

Currently just play it on a single PC to check it runs.  I have ACE and the required map installed after a bit of fun.  The game runs Multi-player but you start the mission flying in a helicopter and there seems no way of getting out of the helicopter, not even and eject option.  I gave the it 5 minutes in case the helicopter lands but it just flies straight off the map.

Anyone know how this mission is supposed to start.  Does it need a dedicated server?

bd

Edit: Insurgency Co-x by Pogoman
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OK, attached a small sample mission where a chopper flies back and forth between start position and randomly selected triggers. Unpack it in your Mydocs->ArmA 2-> missions and open it in the editor.

Mind you that his is done for Arma2:CO (both Arma2 and Arma2:OA installed) so if you're using just original Arma2 this mission won't work because it uses a terrain available in OA only.. It's for the Desert map.
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Arma3 - Editing/Scripting General / Re: MRLS Fires At Laser
« Last post by h- on 14 Sep 2014, 07:31:16 »
Quote
Do I need to voice act everything, or does the game somehow synthesize the characters voices?
The game voices are all pre-recorded so you either have to voice act, or use some text-to-speech program (although these can sound a bit odd of course).

Also, as this appears to be for Multiplayer maybe I should move this thread to the MP section.  :scratch:
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Arma3 - Editing/Scripting General / Re: MRLS Fires At Laser
« Last post by BRSHiFi on 13 Sep 2014, 21:40:21 »
My mission is beginning to take shape.

There is a knowsabout trigger I placed to trigger some radio chatter between the player and a central command entity.

Some questions:
How to I set this up so custom speech (such as "T100 tanks spotted, please advise over") is consistent with the built in functionality speech (such as "Return to Formation)? I do not want the player sounding like two different people. Do I need to voice act everything, or does the game somehow synthesize the characters voices?

I also have a partner, a playable person, who also needs a consistent voice profile.

Third, there will be an entity that will function as NATO high command. It will have its own voice profile issuing orders to the player and setting tasks based upon advice given to it by the player. Note, this is all scripted.
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Arma3 - Editing/Scripting General / Re: MRLS Fires At Laser
« Last post by h- on 12 Sep 2014, 20:23:17 »
:welcome:
Welcome back. :)

No worries, was about to come and post about the supports module stuff.
If you find the game's own arty to be too inaccurate it is possible to guide it via scripting, at least should be.
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Arma3 - Editing/Scripting General / Re: MRLS Fires At Laser
« Last post by BRSHiFi on 12 Sep 2014, 19:37:59 »
OK, I just set up a support module. It is pretty self explanatory. I posted too soon thinking this system was more like the original game.

My bad.

I will continue to ask some questions and request members of the forum to eventually beta my mission.
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Arma2 - Editing/Scripting General / Re: Random unit moveinCargo command
« Last post by h- on 12 Sep 2014, 13:47:20 »
Oops, there might a bug in that scrip I posted, try:
Code: [Select]
_inserts = [wheel1,wheel2,helo,boat];
_rVeh = (_inserts select (random ((count _inserts)-1)));

T1 assignAsCargo _rVeh;
T1 moveInCargo _rVeh;
Maybe the chopper spits him out because he's not assigned to it  :dunno:

Quote
Maybe a distance activated trigger that tells him to eject, and another that tells him to go to a gameLogic.
You could also try to add 'get out' waypoint for him that would be setpossed the the correct place depending on what insertion method is used and other to the final position.
Dunno, might be trickier than that trigger idea.

Although with the helo he might die if he jumps out of the thing too early.  :dunno:
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Arma3 - Editing/Scripting General / MRLS Fires At Laser
« Last post by BRSHiFi on 12 Sep 2014, 05:30:56 »
About 10 years ago, I was an extremely active member on this forum under a name I have long since forgotten. That was back in the days of the Original Cold War Crisis game. I had lots of fun, mainly writing missions. I became pretty good at it. I am a recently graduated Electrical Engineer. I specialize in mixed analog/digital and embedded systems. I therefore program in just about any language, mainly C and C++.

I have some time on my hands and discovered ARMA3. The game play, if memory serves me right, is very similar to the original. The graphics are so much better and there is just so much more to this game. Frankly, I feel overwhelmed. As with any new system, I just have to goof around to learn it.

I decided to learn the scripting interface to ARMA3 by writing a small mission where a detachment of NATO forces is cutoff by the CSAT. The player is surrounded in the Altis swamp and needs to designate targets for NATO MRLS units to demolish CSAT fortified positions to allow the detachment to reach saftey. The player is a sniper spotter and the partner (the sniper) is playable.

Which commands should I reference if I want to use the radio to request MRLS units to fire at the laser dot?

A big thanks from a long time Flashpoint Fan :)
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Arma2 - Editing/Scripting General / Re: Random unit moveinCargo command
« Last post by eegore on 11 Sep 2014, 19:51:29 »

  He does not.  I haven't exactly figured out how to get him out of the vehicles and into a building yet.

  Maybe a distance activated trigger that tells him to eject, and another that tells him to go to a gameLogic.

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Quote
so may take some time to provide it to you though..
Ah well, no rush. I'm a full time college student, so I don't expect this mission to just happen overnight haha.

Quote
if you create them with a script while the mission is running,
:blink: You can create a trigger with a script? I'm very amateur, I'm sorry haha. Just glad to finally have a PC capable of running A2.

Thanks h-

~Mad Pup
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