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About JohnKalo

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  1. Assuming you are using modules there should be a trigger that makes the first task end. Take that condition and place it in the trigger that activates the second task. An example: !alive man && blue0 distance car <50;
  2. Got a bit confused. Do you want to transfer everything in a script or to solve the LOAD waypoint issue? In any sort of case the LOAD waypoint you mentioned is a risk. You can indeed use a MOVE waypoint for the boat and then sync a trigger to it so that the boat continues to move only when the HVIs are inside. Now as for the module you use to hide and unhide the boat you can simply use the: hideObjectGlobal nameOfObject; so as to avoid the use of the module. Modules sometimes lag the game. Another thing is that maybe the waypoint method you mentioned will not work. Waypoints on moving objects can also cause problems. Had tried to but a slingload waypoint on a moving object once and the chopper went to the initial place of the crate and then to the new position. If that happens with the GET IN waypoint in your case we will have to spawn a waypoint after the boat has arrived to pick them up. But maybe using a MOVE waypoint for the HVIs and having a trigger to activate the next GET IN waypoint only after the boat has arrived will work. Finally yes with the: deleteVehicle nameOfUnit; you can erase all units and vehicles
  3. JohnKalo

    Live feed control (LFC)

    @Bode_DHSF This should help:
  4. JohnKalo

    JBOY Throw Knive

    A very nice addition making stealth missions a bit more achievable
  5. JohnKalo

    Need help making AI not move

    Yep, you can try attaching him to an invisible object! Like an invisible helipad for example.
  6. or maybe attaching the land waypoint on an invisible helipad located where you want the chopper to land can do it.
  7. JohnKalo

    ARMA 3 Addon Request Thread

    A nice idea would be underwater foliage and such. So as to be able to make more interesting diving missions. Not talking about a map but objects. The placement can be done by editors. So as for it to be unique.
  8. JohnKalo

    Break Windows Only

    Thank you so much! It worked!!! Only thing I had to change was the ,5 to a ,10. For some reason the distance had to be bigger on my end.
  9. Serbian forces. NIce! You can contact armaholic staff for that ^^^
  10. JohnKalo

    Break Windows Only

    Ehm this one: land_ffaa_casa_aeropuerto_torre . It is a building coming with the Lythium map.
  11. JohnKalo

    Break Windows Only

    It worked for another building but not for the one needed. I have got the classname of the building when placed as an object. Can that help somehow? So as to replace the nearestTerainObjects condition. The building which needs to have its windows broken will be a specific one.
  12. JohnKalo

    Break Windows Only

    Thanks! It worked!!! The audio did not but I just replaced it with a custom audio file. Oh and I could not select the particular building on the map. For some reason: nearestBuilding player setHit ["glass_1", 1]; did not work. Due to that I had to hide the building and place the same on as an object. Would be better if the above worked however
  13. JohnKalo

    Break Windows Only

    How do you do that? Was only able to find the number of windows in the config file via the editor.
  14. This should have been easy to find but strangely I could not find anything. What I would like is to make the windows of a building break at a specific time. We are not talking about a vanilla building but for a building located at the Lythium map. Think it is a Jbad building too. And if possible have them break with the needed sound. If the later is not possible I will just play a sound for the players.
  15. JohnKalo

    Unit Init Global?

    @pierremgi @killzone_kid Thanks guys! So judging from the above in the init field of the units I place: if (isServer) then {[this,"enemy"] call BIS_fnc_setUnitInsignia}; That way it will run once even if it is in the init field of the units. It is an image located in the mission folder. Enemy is just the name given in the description.txt.