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About JohnKalo

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    Master Gunnery Sergeant

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  1. JohnKalo

    Wanted level system

    These can help too: https://steamcommunity.com/sharedfiles/filedetails/?id=1613643117
  2. JohnKalo

    Wanted level system

    You can unpbo the mission and find where the script is: If you want to change the script however you will need permission from the author. Have not seen a case where permission was denied to be honest. Unless its some sort of paid script I guess.
  3. JohnKalo

    Wanted level system

    You can check how the one included in this one works: https://steamcommunity.com/sharedfiles/filedetails/?id=905143979
  4. JohnKalo


    And in general if you want a cool intro you can use this:
  5. Here you go 👍
  6. JohnKalo

    What exactly do savegames save?

    From experience when you load you start at your last location but the tasks are again completed once you load. Its like the game is running the scripts all over again from the start. So when you load sometimes it works sometimes it does not.
  7. A static ship or even submarive with interiors would be really nice for missions. Oh and as an addon exclusive: like the ones lifeguards should have. Instead its just a small boat designed to drown both the handler and the victim. Lol
  8. https://steamcommunity.com/sharedfiles/filedetails/?id=2492941015&searchtext=
  9. JohnKalo

    Temporary damage

    Or to avoid sleep which might still make them take damage you can place a distance between the platform and the chopper condition too. Just in case the chopper takes some time to take off and blows up in the process.
  10. The classic Arma issue where yout have to put safety triggers to be as sure as possible that the mission will work 😂 Just to mention that two groups forming might be because the SL has killed friendlies. As safety triggers you could use the above to get the SL out of the vehicle and a condition stating if alive units of group distance SL too much for too long && units in non combat mode then just clear their waypoints, throw them into the zamak and place the waypoint again or have a waypoint to get in the zamak and then one to move to their destination. All of this as long as they have not arrived to needed position. The above conditions will become incative once they arrive. Sounds not needed but with simple conditions you can many times make some cool stuff that override the casual bugs and glitches.
  11. How could they propose something for Greece's army? The only thing we can spend on is 50,000 euros for one single professor toilet in our public university for example. When you could not even pass the hallway containing the students toilets due to the smell. Or a million for security upgrades on the universities online features while they warn about possible viruses being included in their services. You want to download an exercise ... well it might have a trojan horse as a gift. The only times when our army is upgraded is when politicians steal money from the country's funds. LIke the german submarines that could not float or the other choppers some of which could not even fly. If it was not for all the μίζες we would have one of the strongest armies on earth.
  12. JohnKalo

    sidemission reveal enemy position

    Yep that is correct 👍 No worries! We can try another method too. When placing the marker make it an empty one. Then instead of hiding and showing it use: "NameOfMarker" setMarkerType "Warning"; that ^^^ will make the "invisible" marker be visible and then you can use this if needed: "NameOfMarker" setMarkerColor "ColorBlack"; It can be ColorGreen or ColorRed and other colors as well. As for the type of markers when you place a marker in the Eden editor going over the marker at the menu on the right will show the marker names. So as for you to find the one you are looking for. Good Luck!
  13. JohnKalo

    sidemission reveal enemy position

    This in your init.sqf should do the trick [] spawn { while {not isnull NameOfUnit} do { "NameOfMarker" setmarkerpos getpos NameOfUnit; sleep 0.5; }; }; The sleep 0.5 can be changed according to how often you want the marker position to be updated. And for the hide show function these should do: ["hide", ["NameOfMarker"]] call BIS_fnc_showMarkers; ["show", ["NameOfMarker"]] call BIS_fnc_showMarkers; in the init.sqf or the initPlayerLocal.sqf or a trigger or wherever needed. Cheers from you Greek neighboors! Pizza and Spaghetti 🥂
  14. JohnKalo

    playMusic occasionally working

    Maybe try merging your mission with a new empty one to see if it fixes the issue. It is weird that nothing plays because the outro is at the end anyways so really weird. Although not the first time a trigger does not work and writing the exact same thing to a new trigger fixes the issue 👍
  15. JohnKalo

    playMusic occasionally working

    If its vanilla content does it not play via a trigger? It should be listed in the trigger music section without no additions to the mission. Apart from that do other music parts play?