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JohnKalo

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About JohnKalo

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  1. The reasons why communications win wars I suppose.
  2. ARMA 3 Addon Request Thread

    Hello, an add-on featuring riot police with the appropriate weaponry would be nice. Weaponry such as shields, tear gas, flash-bangs, police clubs and water throwing vehicles.
  3. Okay thanks. All is clear now Did not know friendly fire can also take place in real life with missiles too. Thought there was some kind of signature in each military. Like the reason why fighter jets do not lock on and bring down friendlies. From looooong distances you cannot know if a fighter jet is friendly or not. The same goes to Surface to Air missiles. So maybe there is a way to see if a unit is friendly or not. Not that civilian planes have not been brought down before due to mistakes.
  4. So the guide is great but if we want all details to be absolutely exact: 1.] The sonar shows all vessels as green dots and only torpedoes as red. So how can we tell which vessel is friendly or hostile? 2.] If the torpedo guidance is in Active mode, does that mean the torpedo might also hit friendly units? 3.] What about anti-ship missiles too? In the Radar Guidance mode, is there a chance of them locking on a friendly unit? 4.] It is not mentioned but in order to fire an anti-ship missile I suppose you have to be up to 20 meters below the surface like with cruise missiles. 5.] Do countermeasures work with a torpedo being in wired guidance mode? 6.] Can a torpedo miss its target because a submarine changes its diving depth? Please note that I have not got he submarine add-on as I am expecting to download both when ready. And now the tricky part ... making SP/Coop, or just Coop, missions with the add-on once released. In the long run. The Campaign has the priority
  5. To attach the object you can use this: What_will_be_attached attachTo [Where_it_will_be_attached, [0, 0, 0] ]; and then to rotate it you can use: What_has_been_attached setDir 90; 90 is how many degrees the object will be rotated. If the above fail then there are other ways which are more complicating.
  6. Thanks for helping guys. Had a class and could not reply earlier. Now, @HazJ @Grumpy Old Man The mission is already uploaded in a .pbo format here: It is the direct download link to Episode 04. If you cannot turn it into a .sqf I will upload it again. @Harzach @zagor64bz Indeed, cannot try without addons due to dependencies. Creating a vanilla mission is hard because I use CBA modules, Hellenic Armed Forces units and weapons, the ASR I believe works best if enabled while editing and more. @SpaceHippo Thank you but ASR is not the only dependency. Removing dependencies will mean deleting way too many things. @pierremgi I have no idea what the ms scheduler's limit is. The issue as mentioned but not entirely cleared is that, apart from the modules, only the text script seems to lag. Other scripts causing many things do not lag. When opening the sqf format you will see most scripts in the same place. They are there because when I try to place a path for the scripts or some of the images it says script or image not found. Strange because the paths work for ready scripts, sounds, audio and some images. Also the use of modules in the mission makes the mission hard to understand to any person who has not edited it. Please remember I have got next to no scripting skills but all missions work in the end. Thanks to all of you who will try.
  7. A nice possibility. However, only two custom scripts loop, they are non existent in the other campaign missions and they are not activated at the start of the mission. The rest of the scripts are used in all missions, like the dragBody sript and such but they never caused any lag. This is really mysterious because what would cause only the modules and the text script to lag? Eveything else works fine.
  8. [SP/COOP-(1-4)] Defying the Odds

    @GEORGE FLOROS GR Yep that is indeed possible. Thanks!
  9. Well I cannot test any of these missions without the ASR activated because it is a dependency. When I use task modules in an empty Lythium map they do not lag. As the mission moves on however task modules lag gets worse and worse. If I recall correctly the lag also took place at other maps when the mission was at its final stages. If it was from a simple script it would not lag more and more logically speaking. So the ASR could be the issue but I cannot test it and in previous missions where other game and script versions were present there wasn't an isssue. Even in missions with even more task modules and such. I mean using scripts to make tasks could be possible but since the script showing text lags too, it might be a huge effort with no success. But that is the thing. The FPS are fine. The only thing lagging is the modules and the text script. It is a Hosted Server. Not a dedicated one.
  10. A few months ago we started creating a campaign. And all is good. All apart from this one thing. The modules creating tasks take aboout 0,5 to 1 minute to be completed. Actually even a module unlocking a door took 0,5 to 1 minute to be activated. In short here is the description of the situation: 1.] We are talking about high end PCs. 2.] The mission does not lag. 3.] Triggers do not lag. 4.] Task modules lag up to a minute. The task completed panel appears 0,5 to 1 minute after completion to both the host and the clients. 5.] To the host even when the task appears to be completed, the tab showing "Task Completed" also lags. The clients have no such lag. 6.] Even modules unlocking a door lags up to a minute. 7.] A script showing text at the start of the mission lags only on the host. It is a script running through the initPlayerLocal.sqf so why? 8.] Testing modules while the map is empty has no lag. The lag takes place once the mission is in its final satges of development. 9.] We are talking about missions with intros, outros and much more. 10.] Sometimes I use safety triggers because the mission refuses to place playable units in vehicles. I just place the same trigger 2 or 3 times and all good... So up to episode 04 there was not an issue. The tasks did lag but cleverly I hidded that lag. In episode 04 however I cannot hide it. So for episode 04 and the next WHAT IS GOING ON??? Addons used: CBA, ASR AI3, Hellenic Armed Forces mod, Lythium Map, Vanilla DLCs
  11. [SP/COOP-(1-4)] Defying the Odds

    Good missions many times also means big missions and this one is indeed big. 25 Mbs. That is due to media and scripts. Lots of scripts. The final mission of Chapter 01 however although big is finally ready so ... Episode 04 - Natural Holocaust RELEASE! Episode 04 was a mission where we did not manage to follow a stealth approach. We had a nice plan but adrenaline was pumping for quite some time to avoid a rambo movie. Anyways, maybe you will be able to stay undetected long enough? Please note that this mission has a minor bug for reasons yet unknown: And also that: Hope positive or negative feedback will be provided. All download and mission detail links are included in the first post of this thread.
  12. Yep that is true Indeed, I will have to use NV googles in the next mission version too. That is when the new addon version is released. np
  13. I am running Windows 10 and we have never dealt with such an issue. When you say switched to windows 10 however, do you mean without a full format? Because it is possible to switch like that so as to keep your files but then a variety of issues have been reported. Not specifically with Arma 3 but with many others. Maybe that is your case.
  14. Just wanted to mention, at night, at least with the previous version, it was really hard for players to use the ship. It was a SAR mission, ships assisting and protecting a SAR chopper, and the aforementioned difficulty turned the mission into a masochistic process. So I added NV googles and it was all fine. So maybe it would be nice to add NV googles to the crew members.
  15. GF Police and Siren Script

    Sounds cool. Thanks dude!
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