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JohnKalo

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About JohnKalo

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  1. When you say uses the arsenal you mean to take something specific from it? Because as far as I am aware there is no open the arsenal condition. But there is a condition to check if a player has a specific item. To make things more simple however you can use the: nameOfPlayer distance nameOfAmmobox <5; with a sleep 5 or 10. Since the player will use the ammo-box once he approaches the method should work.
  2. Thanks for the tip! If a chopper is in play then an invisible helper object will do the trick. Although I never had such an issue to be honest. Most likely because chopper landing waypoints are connected to other helipads Just like to have everything clear when designing any sort of mission. Taking a weeks break for example and coming back, I prefer knowing where the respawn location is and not start searching for the coords. That is also the case with waypoints and such.
  3. And if you have already got a marker, where respawning takes place, there might be a simple solution, since you want it to be trigger bassed. Just add in the activation field of the trigger: "marker_where_you_respawn" setmarkerpos getpos spawn_helper; Where spawn_helper is an object located at the new desired spawn location. An invisible helipad for example.
  4. JohnKalo

    Waypoint Follow

    Seems like it is a buggy waypoint: Maybe this can help: https://community.bistudio.com/wiki/doFollow
  5. I got a little bit confused so I will just describe how the set trigger activation line works. You place a unit. You place a move waypoint right next to the unit. You place another Search and Destroy waypoint. You create a trigger. You place whatever condition you like. You use the set trigger activation line to connect the trigger to the move waypoint. Done! What will happen is that the Search and Destroy waypoint will start once the condition of the trigger is met.
  6. Maybe you already know this but there is a thing with waypoints. Let us say we have waypoint 1 and 2. The condition you place in waypoint 1 will be the condition so as for waypoint 2 to be activated. Waypoint 1 will already have been activated. So maybe you will need to place an extra move waypoint next to the appropriate unit and place your condition code there. ^^ That is for the set trigger activation line which is the one I always use. Judging from below posts it works how you want it. Sorry for that. ^^ And if your code does not work you can sync the trigger directly to the waypoint. The set trigger activation line. That should work
  7. JohnKalo

    Using planes in mission editor

    TOH was indeed amazing! I had bought two copies and made my friends buy a few more. And as you also mentioned clicking the buttons in the cockpit is really nice. In TOH we could. In Arma we cannot 😕 Yep, the simulation is nice but not even like TOH let alone DCS. There I remember things that do not exist in Arma. In TOH for example lifting off without using pedals was a no go. In Arma it is possible. But even yet autorotating with a squad on board is really nice.There must be communities of pilots online. I only play with friends since I want to enjoy Arma and not get in a cowardish online fight for getting shot by a baragge of AA missiles. Easy to say anything when being thousands miles away... Searching however should reveal some nice pilot community
  8. JohnKalo

    Using planes in mission editor

    1.) When you place a vehicle in the editor check the bottom of the right panel. It has a box stating place infantry with crew. If you uncheck it it should place them without crew. 2.) Have not tried any addon but in Jets DLC you cannot press any button. Maybe this one will be nice: http://www.armaholic.com/page.php?id=22594
  9. I cannot confirm but in general when I tried to use sounds they were in general in a lower volume than when defining the audio files as music. That is why I mainly define audio files as music. Maybe that can fix the problem but for a say3d I believe all audio has to be defined as CfgSounds
  10. Glad your mission troubling was solved. Really liked when the squad's commander got in the first vehicle, exited it and then boarded the second one 😂 The AI has indeed got such issues.
  11. How about deleting or locking the initial truck? deleteVehicle nameOfInitialTruck That might be a simple solution. More are possible but they will be more or far more complicated. By the way, I am impressed on how far you have gone by using the AI IQ. Nice
  12. JohnKalo

    [SP/COOP-(1-4)] Defying the Odds

    Hey guys I have got the Easter Update for the campaign's creation! So for Easter there will be no mission releases. Due to some really serious early summer exams our testing group is not available. That does not however mean that new missions are not being created. We are just one mission away from the end of Chapter 2! Afterwards Chapter 3 will be created and it will be the last chapter of the campaign. As for changes in already released missions there will be none for Chapter 1 missions. They have been tested and no bugs have been reported so there is no need to change anything. If someone however finds a bug or glitch please report it. As for missions already released for Chapter 2 only one image will be changed. There indeed was a minor bug reported in mission 05 but it only happened once and could not be replicated. If it happens to anybody else please report it so as for me to fix it. Actions have already been taken so as for it not to happen again even in that one case but if something occurs I can use other methods too. As for missions not being released on armaholic anymore I should point out that it only happens with the campaign missions. When uploading missions on armaholic there is not so much control on what you write. I cannot preview what I have written and in order to change the color or size of letters I have to use code. That is also the case when trying to place the text in the middle and in so many other cases. Armaholic dudes are great and always helpful but I cannot keep uploading new versions and such. I will however upload the whole Campaign when it is 100% ready. As for the final release date of the Campaign it is scheduled to be towards the end of the 2019 summer!!! Thanks for all the support guys!
  13. JohnKalo

    AI open and close Bargate

    Dang, thought you meant the vanilla bargate. Glad you were able to fix the issue. Nicely done!
  14. JohnKalo

    Community made campaign

    Personally not available to create a campaign but I believe it would be better to give more details about your campaign ideas. Like what type of battles and tasks will be involved. Otherwise it can be hard to find an editor willing to cooperate. Best of Wishes!
  15. JohnKalo

    AI open and close Bargate

    Well there is this thread here: https://forums.bohemia.net/forums/topic/148623-openclose-bargate-solution/ but if you want a simple trigger based solution you can: 1.] Create two triggers. 2.] Set them to repeatable. Click on the trigger there is a box saying repeatable. 3.] In the first one add as a condition: unit1 distance Gate1 <10; and in the initialization field: Gate1 animate ["Door_1_rot", 1]; 4.] In the second trigger place a timeout of 2 seconds. Click on the trigger and place 2 where it asks for the time. You will have to place 2 three times in the three boxes. 5.] In the second trigger add as a condition: unit1 distance Gate1 >10; and in the initialization field: Gate1 animate ["Door_1_rot", 0]; All done! Although I cannot understand why you do not want the loop solution but its your call
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