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Everything posted by JohnKalo

  1. Well without an i5 a 4 Giga RAM and a 2 Giga Nvidia graphics card there will many issues. Unless you are used to low FPS and such.
  2. A simple solution would be to let it fly for a second and then disable its simulation.
  3. Or the ASR AI3 one: http://www.armaholic.com/page.php?id=24080
  4. JohnKalo

    Scripted Takecover for ai.

    Well the ASR AI3 addon really helps the AI be better. Not a simple script though but it works and does not cause huge lag.
  5. A quick solution could be to attach an invisible helipad to the vehicle and set the waypoint on it
  6. JohnKalo

    Ogv problem

    Well to be honest I have never heard of such a thing happening again. For a quick and simple fix you can separate the audio from the video. Make the video without sound and play the audio via a trigger for example. Start the whole scene with: cutText ["","BLACK OUT"]; // so as for the screen to go black make the video start to play after some seconds so as for the song to have time to play. If the skipping of scenes happens in the video too you might have to do something more. Take the initial video and cut it into parts. Then use something like: ["nameOfVideo1.ogv"] call BIS_fnc_playVideo; sleep 10; ["nameOfVideo2.ogv"] call BIS_fnc_playVideo; sleep 10; and so on. It is not the best solution but it will work. Maybe it depends on the program you use to edit the video in the first place because you can play parts of videos with only audio.
  7. Better place to look for an answer here: https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/
  8. JohnKalo


    I must admit that things are not very clear but in general to make a video compatible with Arma 3 so as to play as it should: You create a video, you download, install and open Any Video Converter and you convert your video to a .ogv one [without changing the default resolution of the video provided by AVC]. Maybe other programs exist too but as far as I am aware only the above works.
  9. JohnKalo

    Ogv problem

    Ok that is weird So the video plays as it should including sound and image and only skips some parts of the video scenes? All other video scenes are shown as they should? Sorry for repeating myself. When I say black screens I mean when the video plays normally and black screens is the effect of the video closing. Maybe however I am translating it wrong.
  10. JohnKalo

    Ogv problem

    Hello, welcome to the forums! What do we mean by "the black screens of the video"? Effects implemented in the video alone or through the game as the video is played?
  11. And the second issue that came up with the one mission was this: this addaction ["Pickup Key","Scripts\PickupKey.sqf"]; the above resulted in 4 actions appearing on the object. 4 were the players 4 were the actions. So if I place the above code in a trigger that is Server Only will the action only appear once while been shown to all players?
  12. @7erra The trick was to use 4 actions for which you need 4 different variables. Each player had one of those 4 variables. That way all had the action and once the one was activated all were erased! @pierremgi I placed the code in an objects init. The object was a vanilla table. Actually the action applies to an object on that table but in order to make the action more visible I added it to the table. And yes we are talking about a hosted server. No copy paste here anywhere.
  13. Well first off: can INDFOR units get in a BLUFOR vehicle? Because sometimes some factions cannot get in vehicles where other factions are in. Even when the latter factions are only in as passengers. That one I learned the hard way. Also, is the sync between the get in nearest and the hold waypoint needed? Have no experience with the hold waypoint so I would just use a move one for the boat and as a condition in a trigger simply put: nameOfUnit1 in nameOfBoat && nameOfUnit2 in nameOfBoat && nameOfUnit3 in nameOfBoat the getInNearest waypoint is really nice if activated once the boat is near. To do that you can have a move waypoint for the units before the getInNearest waypoint. That move waypoint will be activated once the boat is near with something like: nameOfBoat distance aMarkerName < 15 That should work.
  14. Ehm I did not understand what you did exactly and the images above have an add on them so they are too blurry. For the image uploads imagebb is cool.
  15. Defying the Odds Brought to you by HelicopterEnthusiast and zigTtzag(zTt) After testing a mission a few months back zTt was like why not create a campaign? I refused saying it was too hard. We can make more missions in the same amount of time. A few weeks back however the campaign started being constructed! Now the campaign being constructed was revealed to our website subscribers alone but the download links and such will be available to all! Story: In Afghanistan there was a leader called Dahid Kazat. Kazat was a patriot. He loved his country and his people. He wanted his country to prosper by taking advantage of the oil reserves located at Lythium. It was a clever idea and it would surely result in his country prospering and his people forgetting about the immense difficulties they face due to being poor. There was an issue however. Oil attracts the Strong Countries of the world. Especially when in 2035 oil reserves get more and more scarce. Because of the above, NATO decided that Kazat had not what it takes to deal with the power that oil reserves would provide him. Due to that NATO demanded all oil reserves from Kazat while providing no help to the people of Afghanistan. Kazat did not agree! They tried to bribe him, they threatened his family and yet he said no. So NATO found a nice way to get rid of Kazat. They chose to fund rebel organization Al Shilak. They gave them weapons, ammunition and all needed in order to bring down Kazat and they succeeded. Kazat was killed and propaganda made the people of Afghanistan to agree about the homicide. Yet again an issue arose. The people of Afghanistan did not only agree with the murder. They also agreed with whatever Al Shilak supports. That is that NATO is to blame for everything. That now that Al Shilak controls the country they should be the ones dealing with the oil reserves. That the people of Afghanistan should rebel! From that point on, Lythium has turned into a battlefield. NATO was unable to deal with the locals and after many casualties they lost control of Lythium and they are now dealing with a force that wants to expand Afghanistan borders! Here is when you guys arrive. Although no country offered to help in fear of casualties, Greece is sending their best Green Berets force! Four men from Greece Special Forces have been dispatched to Lythium to help NATO regain control. NATO agreed to support them. If they commenced all too dangerous operations… Greece agreed. Why? Nobody knows if anybody knows. Units: Task Force: Blue Lighting Team Leader – Chiefly Alexandros Petraklos He has been through everything! Graduating from multiple Military Academies and becoming an expert in a variety of sectors was a torment. Actually it was not. Petraklos was born for such operations. What tormented him was the bureaucracy and the needed encounters with officialdom in order to become a Green Berets Team Leader. Marksman – Sergeant Ioannis Kalinos A graduate from the Basic Sniper Training for Special Operations Academy. The time needed to read that equals with the time Kalinos needs for 3 headshots at a 1,5 km distance! That is exactly why the Green Berets recruited him. Disregarding his tension to remain silent, a Blue Lightning slot is surely his. Explosive Specialist – Sergeant Konstantinos Koromilas His graduation certificate comes from the Evelpidon Military Academy. Apart from that, he does not talk much. All we know is that he likes explosives and whatever causes mayhem. Welcome aboard Koromila! You are just the person we need for the Blue Lighting Green Berets team. Medic - Corporal Lambros Katechakis Coming from 7 yearlong studies he graduated from the Army Officers Military Academy. AOMA, which he finds boring, trained him to become a Medic and be an expert in Emergency Medicine. After his graduation, he was assigned to the Green Berets Blue Lightning team and has since found out that the real military is by no means boring. Head Quarters – Lieutenant Tasos Balaoritis Also a graduate of the Army Officers Military Academy but not a Medic. Balaoritis was trained to become a Military Psychologist. Post-Traumatic-Stress-Disorder or any sort of disorder has no chance in front of his skills. Calm as anyone can be he provides support to all Green Berets operations. Pilot – Corporal Antonis Fidelis Only typically did he need to graduate from the Air Force Academy. Piloted his first chopper at the age of 15 and his first plane when he was 17. That is what happens when your father owns a Flight School. Due to his amazing skills in Army Aviation vehicles, the Green Berets Blue Lightning team immediately recruited him. Important details: a)In SP you should be the THE GROUP LEADER of the BLUE LIGHTNING team. b)In MP all players who will participate in the mission should be READY before the opperation begins. c)It is important to read the STRATEGY section of the briefing. d)The campaign is FULLY VOICED in Greek and there are ENGLISH subtitles. Although ... who does not speak Greek? e)At the Lythium map some doors do not open. It has been fixed via a script. You can open those doors with the ALT key. f)All testings have taken place in a HOSTED server. g)Respawn:Instant Requirements: a)Arma 3 Apex b)Marksmen DLC c)HAFM: http://www.armaholic.com/page.php?id=20288 d)Lythium: http://www.armaholic.com/page.php?id=32694 e)ASR AI3: http://www.armaholic.com/page.php?id=24080 f)CBA: http://www.armaholic.com/page.php?id=18767 Bugs: Minor: None Serious: None Installation: Just copy the pbo to your Arma 3 directory. Place the .pbo file at the mpmissions folder. Credits: Audio Alex Lisi for his music. Krc Videos for Heavy Wind audio effect. N-Beats for gunshot audio effects. Ross Bugden for his music. Jakub Hrock for his audio effects. All people helping with the voice recordings. Video Production Andy Fielding for his video. NetCon1 for his video. Ophidic for his video. Wolskye for his video. Woople for his video. Scripters Alias for his scripts. Aylas for his script. BangaBob for his scripts. George Floros for his scripts. JBOY for his script. Nomadd for his script. Tophe for his script. Zenophon for his script. Addon Makers Aplion for the Hellenic Armed Forces addon. The CBA Team for CBA. The FFAA Team for Lythium. Robalo for the ASR AI3 addon. Forum Members @GEORGE FLOROS GR for helping in the editing forums about functions compatability. @gokitty1199 for helping in the editing forums about functions compatability. @HazJ for helping in the editing forums about functions compatability. @johnnyboy for assisting with stealth implementation. @KokaKolaA3 for assisting with stealth improvements. @Larrow for solving the function locality issue. @mrcurry for solving the stealth implementation issue. @nomadd for assisting with stealth enhancements. @ruger392 for his VectorDir/VectorUp guide. @Schatten for HoldAction Icons assistance. @SpaceHippo for how to remove addon dependencies. Bugs Emergency Crew @Dedmen for tasks lag, functions lag, scripts lag and lag in general! @Grumpy Old Man for mission optimization! @pierremgi for infoText lag! Website SubLink Campaign Overview: here. Episode 01 - Entrance Creators v2.0: Mission Details at the website subpage here. Direct download link here. Episode 02 - Explosive Attention v2.0: Mission Details at the website subpage here. Direct download link here. Episode 03 - Mayhem Providers v2.1: Mission Details at the website subpage here. Direct download link here. Episode 04 - Natural Holocaust v2.1: Mission Details at the website subpage here. Direct download link here. Episode 05 - Flaming Rain v1.1: Mission Details at the website subpage here. Direct download link here. Episode 06 - Cave Invaders v1.0: Mission Details at the website subpage: here. Direct download link here. Episode 07 - Golden Paint : Tested but needs retesting. Episode 08 - Thunder Fortress: Ready but awaiting testing. Episode 09 - Robotic Persuasion: Awaiting audio recordings. Episode 10 - Death Cream: Alpha Version Only. Changelog: Chapter-01 ... v1.0 to v2.0 ... 29/12/2018 Added a Campaign Intro. Added extra media files. Added extra audio files. Added effects to the intros. Added the necessary Credits. Fixed the infoText lag. Fixed a spelling mistake. Fixed the modules lag. Fixed the Scripts lag. Fixed the tasks lag. Fixed the Episode 05 serious task lag. Fixed the possibility of players not getting into the needed vehicles. Enhanced the FPS of every mission. Enhanced how players await the start of each mission. Removed hundreds of unnecessary trigger conditions. Removed dozens of unnecessary modules. Replaced the Loading Screen. Replaced how intro text is shown. Replaced the way chats are shown. Updated all needed scripts. Episode 03, 04 and 05 ... v2.0 to v2.1 and v1.0 to v1.1 ... 8/7/2019 Changed a few action icons. Changed the Chapter 2 picture. Enhanced some weather effects. Please note, after the testing of a mission it may take time for the release. That is because enhancements recommended by the testing group need to be implemented and details fixes need to be done too sometimes. Feedback is always welcome but since this is our first campaign feedback is very important. All missions have and will be tested but if any sort of glitch or bug appears please report it here in the forums or more directly here. Also recommendations or describing things you like will also be very helpful. Making a campaign is really hard hence your assistance will surely help. This is the one and only Greek Voiced Campaign so enjoy
  16. JohnKalo

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

    It has been some time but here we are with yet another update! For starters however I would like to wish you all a: From then on we have Mission 09 having its tasks ready and awaiting the voice recording while Mission 10 has started being developed. Mission 07 was tested but due to some details the mission could not end! That sadly means that the mission might have to be tested again making its release date unknown. Mission 06 however was tested and after some fixes took place it is ready for release! Feedback however will be greatly appreciated especially with the mission below!!! Episode 06 - Cave Invaders RELEASE! In this mission there were weird tasks that players however did manage to overcome! Will you be able to do so as well? It remains to be seen.... Also there are more news to the picture. The final release date of the campaign is scheduled to be before August of 2020. Last but not least the credits have been updated. More are to come when the needed missions are released.
  17. Hey guys just tested a mission and came up with an issue. I am using this code: ["init", [y, "images\spoilers.jpg", "Spoilers"]] call BIS_fnc_initLeaflet; ["init", [x, "images\spoilers.jpg", "Spoilers"]] call BIS_fnc_initLeaflet; in an MP mission. All worked fine but one thing. The action to see the leaflet both times was only visible to the host. Clients could not even see the action. How can I make the above action visible to all in MP please?
  18. Thank you very much for the detailed explanation! I will use the first method since the missions are not JIP friendly anyways. Also players might want to check the leaflets again for clues ;)
  19. 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;
  20. 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
  21. JohnKalo

    Live feed control (LFC)

    @Bode_DHSF This should help:
  22. JohnKalo

    JBOY Throw Knive

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

    Need help making AI not move

    Yep, you can try attaching him to an invisible object! Like an invisible helipad for example.
  24. or maybe attaching the land waypoint on an invisible helipad located where you want the chopper to land can do it.
  25. 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.