-
Content Count
2683 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by johnnyboy
-
Last Tango in Tanoa - Episode 1: Missing Person [SP]
johnnyboy replied to johnnyboy's topic in ARMA 3 - USER MISSIONS
This Bad Boy is Released!!! Time to GET SOME with Boomer! Download links now active in top post. I would love to hear your feedback here, but PLEASE USE SPOILER TAGS. There's a few surprises that we don't want to spoil. And please rate and comment on Steam! Thanks everybody, and enjoy.- 84 replies
-
- 8
-
-
-
- 5 stars on steam
- jboy dog
-
(and 1 more)
Tagged with:
-
[Released] Phronk's Furniture Script
johnnyboy replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's awesome dude. Good luck. Do what you gotta do. -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Glad to help dude. Your mission idea sounds cool. If you end up recording any feral dog action in your mission, post a link here! -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey man, thanks for the interest in JBOY dog. I just opened my template mission set on Tanoa, and followed the instructions below to create the trigger (these instructions are comments in the template mission init.sqf file), and it worked perfectly. I clicked play, and the pack spawned and started to attck player and player's AI buddy. // ************************************************************************** // To spawn a feral dog pack, place a trigger on the map, and name it dogPackTrigger1. // Then paste the code below into that trigger. // Make trigger radius 400 x 400 (or larger...you don't want player to see pack spawn) // Make trigger activated by anybody present // ************************************************************************** /* _dmy=[] spawn { _pos = getpos dogPackTrigger1; _followerDogTypes = ["Fin_blackwhite_F","Fin_ocherwhite_F","Fin_tricolour_F","Alsatian_Black_F","Alsatian_Sandblack_F"]; _pack = [_pos, 7, "Alsatian_Sand_F", _followerDogTypes, 50] call JBOY_dogPackCreate; }; I didn't get any errors. Try the above in the template mission you downloaded to be sure creating the triggers spawns the dog pack. Then duplicate these steps in your own mission where you are trying to add the dogs. Also note that you need the following line in your init.SQF which will guarantee that the script JBOY_dogPackCreate is compiled and available to the trigger (that might cause the error you reported if JBOY_dogPackCreate was not compiled). call compile preprocessFileLineNumbers "JBOY_Dog\JBOY_DogInit.sqf"; Good luck running from those dog packs. Try it with just a pistol and see how far you get! hahaha... -
Last Tango in Tanoa - Episode 1: Missing Person [SP]
johnnyboy replied to johnnyboy's topic in ARMA 3 - USER MISSIONS
No more Beta Testers needed. That was fast! I have 2 volunteers, so I'm good on Beta testing.- 84 replies
-
- 3
-
-
-
- 5 stars on steam
- jboy dog
-
(and 1 more)
Tagged with:
-
I published my mission to Single Player missions, and tested it. I use BIS_fnc_endMission to end the mission, and it shows the correct ending messages and picture, where you can see objectivies ticked off, kills, etc. BUT, after clicking continue you are back in the mission after the ending. How do I end the mission properly?
-
Last Tango in Tanoa - Episode 1: Missing Person [SP]
johnnyboy replied to johnnyboy's topic in ARMA 3 - USER MISSIONS
Update: No Beta Testers needed now...I've got 2 volunteers. Thanks every body! I need a Beta Tester for Last Tango in Tanoa: Episode 1 Its about a 30 minute mission. PM me if you are interested. Thank you! Just a few more days until first mission released! I need to release it before those basturds @AZCoder and @zagor64bz shame me by releasing their full campaigns. I would rather finish the campaign and release it as a whole, but I now realize that could easily take another 6 to 12 months to finish it. But Episodes 2 and 3 should come out pretty soon, as they are 80% done.- 84 replies
-
- 5
-
-
-
-
- 5 stars on steam
- jboy dog
-
(and 1 more)
Tagged with:
-
SP Mission not ending properly
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well, this is embarassing. A few weeks ago I copied untis and props into an outro, then abandonded that idea and decided to do my outro as a script within the main mission. So when my mission ended, it took the player to the outro setting, which had no script to end it. I deleted all units and objects in outro scenario and all is well. Doh!!!!! This one drove me crazy... -
Very impressive video dude. I can only imagine all the hard work that went into this campaign.
-
SP Mission not ending properly
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Any ideas anyone? This is the last problem holding up me publishing the dog mission Last Tango in Tanoa: Episode 1. Need help!!!! I changed from using BIS_fnc_endMission as last statement in main mission flow script to using a "End1" Trigger. And I still have same problem: Mission ending plays with End1 mIssion screen, but control returns to player back inside mission, and mission never truly ends. This is bumming me out! -
Editor hosed me by adding call{}; around init box code
johnnyboy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I spent alot of time positiong objects exactly, and placing this in their init in-box: this enableSimulation false; This morning I opened the mission and tested my cutscene and it was ruined, because the the editor had somehow change the init boxes to read: call {this enablesimulation false}; This caused the obects to move and ruin the cutscene I spent 2 days on. I removed the "call {};" from the init boxes and it works again, but I am scared it will happen again before I publish it. What happened? Also, the same thing happened in Waypoints and Triggers. Conditions now read: call {true}; ... instead of simply... true and OnActivation code also has call{}; added to it...wtf? Same in all my triggers too! -
Editor hosed me by adding call{}; around init box code
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@Jigsor and @Harzach: Thanks guys, I think you nailed the cause. I had CBA mod loaded while working on the mission, and later removed it and had this problem right after that. @AZCoder's suggestion to uncheck the simulation checkbox for items I want frozen has solved my problem. -
Editor hosed me by adding call{}; around init box code
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Good call. I just went through and did that. This bummed me out as it would fu** up hours of work...but its all cool now. -
Editor hosed me by adding call{}; around init box code
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes, in the editor. And it changed how my scene worked. I'm guessing the call{}; code is slower so my objects are initially physics affected and drop before enablesimulation becomes false. Without the call{}; wrapper, the objects are immediately disabled and stay in the correct position. -
Here's a super simple script to use when you have speaking AI and want to synchronize them moving their lips. The parameters are the unit who is talking, and # of seconds to do do the lip animation. // *********************************************************************************** // JBOY_Lip.sqf // Do random lip for X seconds // Compile in init.sqf: JBOY_Lip = compile preprocessFileLineNumbers "Scripts\JBOY_Lip.sqf"; // Call: _n = [dude, 3] call JBOY_Lip; // *********************************************************************************** params["_speaker","_seconds"]; _n = [_speaker,_seconds] spawn { params["_speaker","_seconds"]; _speaker setRandomLip true; sleep _seconds; _speaker setRandomLip false; }; Sample usage might go like this: dude1 sideRadio "YouTotallySuckDude"; _n = [dude1, 3] call JBOY_Lip; sleep 3; dude2 sideRadio "ThanksDude"; _n = [dude2, 1.5] call JBOY_Lip; sleep 1.5;
-
Crows & flies spawn modules?
johnnyboy replied to Polygon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Bump. Does anyone have a script to generate flies at a certain location? With buzzing sounds preferably. I know I can make one, but I'd love to use someone elses and devote my Arma time to my dog mission and scripting.... Also, I have a 4 second flies buzzing sound script. I'd like to loop that and play it continuously. How do I do that where this sound does not conflict with custom dialogue sound I have (using sideRadio and customRadio). How do I run the Flies sound concurrently with SideRadio sound? -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@T.Gavin, cool. It may take me a day or two to do it. I need to copy all the new files to the template mission, then test it to be sure I don't send you a broken set of code. -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey T.Gavin. That is very generous of you and much appreciated. I've made alot of improvements to the script since the last release while working on a series of dog missions. How about if I update my template mission with this latest version and send you a link? If you haven't started already that is. If you work on my latest version, it will make my task of merging your fixes in later alot easier. Also, if you could keep a list of the script files that you change, it will be easier for me to know which files to compare and merge when the time comes. Thanks again! -
[REDUX-RELEASE] Ghost Recon: WINTER WILDLANDS REDUX
johnnyboy replied to zagor64bz's topic in ARMA 3 - USER MISSIONS
I love it!- 87 replies
-
- 2
-
-
-
- campaign
- singleplayer
-
(and 2 more)
Tagged with:
-
GF Cargo Airdrops Script
johnnyboy replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now THAT is what I'm talking about! -
GF Cargo Airdrops Script
johnnyboy replied to GEORGE FLOROS GR's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I have a complaint about this script: FALSE ADVERTISING. The name of the script is clearly "Cargo Airdrops GF", and yet when I run it no girlfriend is dropped from the sky. (sry, couldn't resist...its the first thing I thought of when I saw the title.... Now I worry about the "Headshot GF" script too...that would be bad...). -
any way to cut/rewind animation?
johnnyboy replied to blackburnrus's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nice going. Way to be persistent. Thanks for posting the solution to benefit others. -
[Abandoned] [Release] Download Data (from End Game)
johnnyboy replied to HazJ's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Very useful. Thanks @HazJ!- 61 replies
-
- 2
-
-
- end game
- download data
-
(and 1 more)
Tagged with:
-
BIS_fnc_arrayShuffle - does it work?
johnnyboy replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You guys rock for noticing this and providing an alternative. That BI developer probably was a coder on the Video Poker machines in Vegas. He owes me some money. -
version 1.5 JBOY Dog [v1.5 - updated 12/21/2018]
johnnyboy replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't know about vanilla sound fx for animals or Enigma's scripts. But for JBOY Dog I created my own sound files for barking, growling, panting and sniffing, that are executed by the scripts. So that is separate from Enigma's stuff.