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October 30, 2024 at 15:09 #4916
Could somebody please shine a light on certain WAC commands and how to use them?
I’m having issues with some of them, both in single player and coop tests:
1).Playerfired(#) ; this doesn’t seem to work in both map types, and yet it is mentioned in the list of available commands. Does anyone have any positive experiences/results they would like to share/clarify?
2).SsnSeesSsn; tried both in single player and coop, and could not get it work, both through WAC and Med.3).SsnTargetSsn;
4).Brief question about mortars: in previous Delta Force games, the mortars could only be used in single player, or only be heard/seen by hosts. Was that problem solved in AW2 or does it still work that way?
Thank you all for your help.
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November 3, 2024 at 16:12 #4920
Hi Just George
I can see that we have a specific forum thread about overview of wac commands.
Check it out here:
https://awmod.com/forums/topic/wac-commands-overview/
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November 4, 2024 at 18:57 #4921
Thanks Captain, but many of those commands in that thread do not specify whether they work in single player or coop. Some didn’t work at all as I tried them in both map types, such as playerfired(#), ssnSeesSsn, ssnTargetSsn to name a few.
For example: when it comes to mortars and their (audio)visibility for players (other than for hosts), I’m not chancing it anymore. Instead, I put a badguy and a mk-9 grenade launcher on an invisible wall up about 200m in the sky above the player, simulating a mortar attack as it fires, rather than risking hearing players complain they can’t hear/see the mortars but they are flung through the air as they die.
Same with ssnSeesSsn: instead when group reaches status red alert, it would be similar to seeing the enemy I guess. In many cases there are ways around the problem; I just don’t understand the availability of some WAC commands while they don’t even work. It’s confusing and disappointing for mapmakers…
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November 7, 2024 at 13:54 #4922
[quote quote=4921]Thanks Captain, but many of those commands in that thread do not specify whether they work in single player or coop. Some didn’t work at all as I tried them in both map types, such as playerfired(#), ssnSeesSsn, ssnTargetSsn to name a few.
For example: when it comes to mortars and their (audio)visibility for players (other than for hosts), I’m not chancing it anymore. Instead, I put a badguy and a mk-9 grenade launcher on an invisible wall up about 200m in the sky above the player, simulating a mortar attack as it fires, rather than risking hearing players complain they can’t hear/see the mortars but they are flung through the air as they die.
Same with ssnSeesSsn: instead when group reaches status red alert, it would be similar to seeing the enemy I guess. In many cases there are ways around the problem; I just don’t understand the availability of some WAC commands while they don’t even work. It’s confusing and disappointing for mapmakers…
[/quote]
Yes that’s Novalogic for you.
That’s cool workaround 🙂
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November 7, 2024 at 14:04 #4923
No matter; I will find a way around these issues.
Thanks again for your help and patience, Captain. That goes for testing and re-uploading revised maps too…
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November 13, 2024 at 00:47 #4928
A question about waves if I may:
-I would like to add war ambience sounds to a WAC file;-they are meant to play every so-many seconds (probably uneven number of seconds to prevent predictability);
-they are meant to alternate/play in a shuffled manner;
-each sound is meant to play once, then silence, then the next one in line, etc.
*I tried simply omitting “if never()”, but that merely caused the wav to repeat itself over and over again, until the next one started after a period of seconds, and then thát sound played over and over again.
*I am guessing it has something to do with variables, but since I am a novice, I am reaching out for help on this one.
Please & thank you for any help, everybody
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November 18, 2024 at 18:16 #4929
[quote quote=4928]A question about waves if I may:
-I would like to add war ambience sounds to a WAC file;-they are meant to play every so-many seconds (probably uneven number of seconds to prevent predictability);
-they are meant to alternate/play in a shuffled manner;
-each sound is meant to play once, then silence, then the next one in line, etc.
*I tried simply omitting “if never()”, but that merely caused the wav to repeat itself over and over again, until the next one started after a period of seconds, and then thát sound played over and over again.
*I am guessing it has something to do with variables, but since I am a novice, I am reaching out for help on this one.
Please & thank you for any help, everybody
[/quote]
Check out Brad G’s JO Utility in our Downloads section. It can create wac commands to create sound that loops once in a while.
Simply replace the weather sounds created in the script with the war ambiance sounds you want to use.
There is a lot of war ambiance sounds in AW2 at your disposal. You can listen and find any sound in AW2 using the “Mapbuilding Kit” from our downloads section.
Done deal! 🙂
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April 10, 2025 at 00:35 #5224
Could someone please phrase an example for me using the ‘variables’ command in the WAC file?
I am still trying to wrap my head around correctly formulating and using it.I know it works like a slot to store a certain sidetrack under, but that’s as far as my knowledge goes.
My gratitude in advance for any help with clarifying.
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May 1, 2025 at 17:05 #5252
Here is a counter script for destroying 10 crates. It lets you know how many crates need to be destroyed using variables.
if never() then
set(V3,10)
endifif never() and ssndead(365) then
dec(V3)
endifif never() and ssndead(366) then
dec(V3)
endifif never() and ssndead(367) then
dec(V3)
endifif never() and ssndead(368) then
dec(V3)
endifif never() and ssndead(369) then
dec(V3)
endifif never() and ssndead(370) then
dec(V3)
endifif never() and ssndead(371) then
dec(V3)
endifif never() and ssndead(372) then
dec(V3)
endifif never() and ssndead(373) then
dec(V3)
endifif never() and ssndead(374) then
dec(V3)
endif
//———————————-//Crate Counter
if never() and eq(V3,9) then
consol(“9 More Weapon Crates To Destroy”)
wave(alarm9.wav)
endifif never() and eq(V3,8) then
consol(“8 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,7) then
consol(“7 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,6) then
consol(“6 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,5) then
consol(“5 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,4) then
consol(“4 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,3) then
consol(“3 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,2) then
consol(“2 More Weapon Crates To Destroy”)
wave(alarm9.wav,400)
endifif never() and eq(V3,1) then
consol(“1 More Weapon Crate To Destroy”)
wave(alarm9.wav,400)
endif
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June 20, 2025 at 00:53 #5475
Thank you, @Red Dog
Another question if I may, eventhough this concerns bin files as well as WAC files:
Can these files cause a system dump when they are flawed? My TFD Khwaja Mastoon Ghundai map is said to have caused a system dump at several ocassions (I have yet to find the cause and repair it), and yet I cannot think of any fault except an error I received when making the bin file. It still displays the information, but I cannot stop wondering whether this is the cause, despite it not being a playable file.
Thank you in advance for your replies and insights everybody
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June 26, 2025 at 17:58 #5484
What causes system dumps is a good question. Its possible a bad WAC script could cause a dump or maybe memory leaks or to much going on in the map. There is a program that can check the WAC script for errors. As for the bin, it will not display the messages correctly or if the wrong template is used, the goals will not display correctly but I do not think it would cause a dump. Which map editor do you use?
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June 27, 2025 at 00:34 #5485
@Red Dog I use the AW2 MED that comes with the full 2.0 install.
I have recreated the corrupt bin file, but I am hesitant to already send the update to the staff, because I do not know for sure that the sysdump is corrected.
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July 21, 2025 at 16:29 #5521
Does anyone happen to know whether there is a way for the game to recognize the Time Of Day?
Or do I have to use Past(x) to indicate time?
And is there a limit to what number I can use for Past(x)?My intention is to let several items appear in the game between dusk and dawn, but can the game recognize the time? Thank you all
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