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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
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…
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
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
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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