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Hodgeasaurus

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About Hodgeasaurus

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  1. Hodgeasaurus

    ACR DLC available on Steam

    Just as a heads up - if you are having trouble getting it to install/load: Exit steam --> Run steam as Admin --> Launch Arma2: Combined Operations --> ACR will then install & you should be good to go! If it's not there for whatever reason, just launch standard Arma:OA.
  2. Hodgeasaurus

    Mission Editor

    I don't know what game you're playing, but I think you should keep it to private time. Anyway, what Gilson said -
  3. Hey guys, I'm trying to get a flare to pop at the location of the enemy every 50 seconds, but the flare seems to follow the flare as it falls, causing the game to lag horribly! This is the code I have: #loop flare = "F_40mm_red" createVehicle [getPos robber select 0, getPos robber select 1, 150]; sleep 50; goto "loop" Is there a way of getting the flare to stay falling to where the enemy WAS not IS? Cheers! EDIT: Nevermind. seems I shouldn't use sleep, rather ~
  4. Ok, So I still can't see what I am doing wrong. I'm trying to do what was in that thread I linked to, still no success. I'll post my set-up and see if you can work out what is wrong. _Car init: _actOn = this addAction ["Siren ON", "common\sirentrig.sqf", [], 0, false, true, "", "driver _target == _this AND !CAR_siren"]; _actOf = this addAction ["Siren OFF", "common\sirentrig.sqf", [], 0, false, true, "", "driver _target == _this AND CAR_siren"]; sirentrig.sqf _car1 = _this select 0; if (CAR_siren) then { CAR_siren = false; publicVariable "CAR_siren"; 0 fadesound 1; _sound = [_car1,nil,rSAY,"EndFade"] call RE; } else { CAR_siren = true; publicVariable "CAR_siren"; While {CAR_siren} do { 0 fadesound 1; _sound = [nil,_car1,rSAY,["sirencustom",50]] call RE; _car1 say "sirencustom"; sleep 5.536; }; }; description.ext class CfgSounds { sounds[] = {}; class sirencustom { // how the sound is referred to in the editor (e.g. trigger effects) name = "sirencustom"; // filename, volume, pitch sound[] = {\sounds\siren.ogg, 1, 0.8}; titles[] = {}; }; }; }; init.sqf // begin init.sqf // JIP fix - why does ArmA execute init.sqf for JIP players, if 'player' is not sync'd yet CAR_siren = false; That's all the files and text in them, as well as the cars init field. I can hear it, other cannot... Also, I realise this is away from the original idea, but I figured if I can get a supposedly working example going, I can try and work it over to what I need.
  5. Hi there. I'm a complete novice at this, but I will hazard a guess for you! On Act: [b]taskname[/b] setTaskState "Succeeded"; hint "[b]Your Text Here[/b]" Hope that is something in the right direction for you!
  6. Hi guys, Now this this something that I have been searching for high and low for days now, and still I am searching. I figured it was time I asked the community upfront. I am new to the editor and scripting so my knowledge is limited, I will admit. I am currently trying to get a sound to emit from a player in a multiplayer mission, that everyone regardless of side/faction is able to hear in 3d. Now I am able to get the sound to play client side, but that is as far as I've got. The method of triggering the sound I would like is an addAction. In brief, the two things I would like to achieve are: 1. Get a sound to play from the players location via an addAction 2. Have the sound be audible from the area the specific player made the sound. Think of this as a request for Arma II: Marco Polo edition. Any more questions, feel free to ask! EDIT: Ok, after more and more digging, I found this thread addAction & Sound Public Variable. Anyway of getting this same idea, to work from a player, rather than a car?
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