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Everything posted by JohnKalo

  1. Thanks for all replies! Now, It sounds like a good idea but that would mean using many event handlers since there will be multiple people firing a variety of hostiles with different weapons and magazines. Esepecially considering that the players might pick up a hostile's weapon. Nicely said, I have not yet at least. The knowsAbout and reveal however will need many conditions looping so they might lag the mission. Bravo for a very detailed description! I know players tend not to read the briefings. I still write them however even for that 10 or ..... rather 1%. There is a problem however. If not 4 players play the mission together there will be AI units so them ruining everything will be a problem. I shall check out the if the AI is shot but not killed the alarm sounds script though. An awesome idea! If the audibleCoef works it will be really effective! Oh and with vanilla AI, at least when I had it in vanilla, I remember that they would detect you according to the distance from the unit and not according to from which side you approach them.
  2. JohnKalo

    GF Sea Uniforms

    Really strange since I can see all images. Maybe it is a locality issue since we are both with Greek IPs??
  3. JohnKalo

    Issues unsolved on my mission

    How exactly can it be handled? Because in previous missions of mine players re-spawning and having their own tasks kept on having their tasks. There was never an issue with units losing their tasks. In any case nearly all missions of ours have tasks assigned to BLUEFOR. Pheeeew! @Far East LieutenantIn case you are not aware black boxes showing errors only appear in the editor and not when you play the mission.
  4. JohnKalo

    Issues unsolved on my mission

    For issue number 1 I use the same onPlayerRespawn.sqf and onPlayerKilled.sqf scripts and it works with no errors. I call both via the init.sqf like this: execVM "onPlayerKilled.sqf"; execVM "onPlayerRespawn.sqf"; For issue number 2 I used to use modules but thanks @Grumpy Old Man I now use scripts. It is a bit hard at first but it soon becomes really simple. Here is an example. You call it via the initPlayerLocal.sqf like this: _handleTasks = [] execVM "Tex_fnc_taskHandling.sqf"; and the script goes like this: //make sure these 3 are identical inside the _makeTaskN arrays _myTaskIDs = ["Task01","Task02","Task03"]; _makeTask1 = [["Task01"],west,["long description goes here","short task description goes here","Task01Pos"],getMarkerPos "StartHere0","ASSIGNED",3,true,true,"land"]; _makeTask2 = [["Task02"],west,["spoilers","Reach pos Delta","Task02Pos"],ObjNull,"ASSIGNED",2,true,true,"walk"]; _makeTask3 = [["Task03"],west,["spoilers","Hack the Security Center",""],getposATL tv,"ASSIGNED",1,true,true,"interact"]; waitUntil {time > 0}; waitUntil {!(blue0 in tran0)}; sleep 1; _watchTask1 = [] spawn { waitUntil {sleep 0.5;when the task will be done condition}; ["Task01", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; _makeTask1 call BIS_fnc_setTask; waitUntil {!alive vic5}; sleep 5; _watchTask2 = [] spawn { waitUntil {sleep 0.5;!alive vic6}; ["Task02", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; _makeTask2 call BIS_fnc_setTask; waitUntil {!alive vic6}; sleep 24; _watchTask3 = [] spawn { waitUntil {sleep 0.5;!alive vic7}; ["Task03", "SUCCEEDED",true] spawn BIS_fnc_taskSetState; }; _makeTask3 call BIS_fnc_setTask; The above are all parts of existing missions so they work. Plus please check this one you mentioned: If it does not work after respawn it is a major bug since many missions will become unplayable.
  5. JohnKalo

    GF Sea Uniforms

    Images work for me. Maybe for you guys too by now?
  6. JohnKalo

    Updates Needed

    There have been a few months since anything new has been introduced in-game. The only thing that happens is re-balances again and again. I have mentioned before that the same leveled units cannot battle a variation of leveled defenses but nothing has changed. Maybe a new building can be introduced. One that enhances already existing units and upgrades them to something new and much stronger. A building only unlocked at higher levels. Also, a map can be introduced. A map where all player bases can be seen and attacked according to the level differences between the two bases. And why not add AI bases that are to be attacked so as to gather resources. Send an occupying force which can be attacked by other players so as to loot what supplies the defending player has gathered. Additionally how about a global chat. How about making alliances worth the while. Like an ally to be able to send forces to help defend your base. A base attack that needs some time to take place since the troops will have to travel across the aforementioned map. There are so many possibilities but to be honest I doubt anyone is seriously working on this game. Hence the alliance chats go dead. Why not? There is nothing to talk about. And maybe the game is too.
  7. JohnKalo

    Medievac graphics

    Maybe someone could create more textures that load through scripts so as to eliminate the need for add-ons. Someone .... ;)
  8. JohnKalo

    Do objects and items affect FPS.

    @oldbear maybe he wants to show a civilian massacre for his story? I don't know.
  9. Congrats on the first mission release! There is an issue however. In your first post I cannot see if there are any required add-ons, and as mentioned above if there is any re-spawn. As for re-spawn I would suggest enabling revive and also placing a re-spawn on position of death mode. A lot friendlier for players who are not looking for extremes. Oh and uploading on armaholic too would be nice.
  10. JohnKalo

    Do objects and items affect FPS.

    And it depends on how close all of those objects are to the player. Having many objects in-game in various however locations is much much better than placing them all in one place. So maybe you can change your story mission a bit and have hundreds of victims separated in a number of places? It is an Arma 3 editing errr.. lets say challenge. It does not matter how you want a mission to be. You think of a story mission and then you change it so as for the game's engine to be able to handle it. At least that is what we do.
  11. JohnKalo

    Adding Radio Chat into the mission

    Recording actual human voices is the best way. To do so you can use audacity. Once you record them you need to turn them into .ogg format. Once that is done you can define the audio as music in your mission and then call it via a trigger. That will guarantee that all players hear the audio and if you want text chat too you will indeed need remotExec as stated above.
  12. Welcome to the forums! For the gore part you can use this: As for what hits the most, its the AI. Gladly there is this: but even then the AI is not to be trusted. Especially when it comes to editing... AI do not even follow simple way-points at times. Whenever you design a mission many things are a no go simply because one AI unit might refuse to follow a way-point and so the mission has to be restarted. The planning and creation of a mission gets way more complicated. Hence many editors have stopped creating missions.
  13. JohnKalo

    LAN Server

    Guessing you are connecting the two computers directly or via another "LAN" device. Sometimes in LAN only the one computer can see the other. For Arma reasons.... It is a common occasion. To solve it you can try plugging and unplugging the LAN cables, changing where you connect the cables(if you use some sort of device and you do not connect the two computers directly) restarting the game multiple times and such. Oh and you can block the internet so as to be able to turn off your firewall and antivirus program. They might be blocking your game. Not a scientific solution but it is the only one that works Most of the times... And trying to play in LAN makes you lucky by the way. Other people cannot see each other online and they turn to other programs such as hamachi.
  14. JohnKalo

    Orca sling load issue

    I cannot be sure without a 3rd person view, as stated above, but it seems like the ropes cannot handle the pressure and they brake. When they brake the weight that was no longer there make the chopper turn to the side instantly. Physically speaking it is a logical reaction. It is like pulling a rope that is stuck with a great amount of power and once it gets unstuck you go way back. If it works with the GhostHawk it is an AFM glitch. Nice try to save the chopper by the way. Have you been at a greater altitude you would have most likely saved the chopper.
  15. JohnKalo

    Orca sling load issue

    Just searched in the forums a little more and it said BI has set the speed limit when sling-loading to about 100 kph. You can just tell the AI to sling-load something and you shall see the speed. 200 as reported above is possible but is by no means realistic. It should be an advanced flight model glitch.
  16. Well if you are working with modules you should have a create task module and a set task state module. For two possible endings for a task you can sync two set task state modules to the create task one. The set task state module should be then synced with a trigger. The one for mission complete should be with the !alive nameofconvoyvehicle and the other one should be with a trigger which will be synced with the vehicle of the convoy. Set an area for that trigger and if the vehicle gets in the trigger area it will activate the other set task state module which will fail the task. If you are working with a script you can use the distance command: nameofconvoyvehicle distance markerwheretheconvoyshouldgo <50; In general I have been using modules but scripts are indeed a better way. They have their cons but they remain better. That is why I am remaking my campaign missions. One of the major changes is module tasks turned to script ones. Oh and there are many tutorials out there, so you might be able to find your answers on you-tube for this or for any other troubling of yours. If there is nothing there then ... forums!
  17. JohnKalo

    Orca sling load issue

    I cannot remember the speed limit for choppers when sling-loading but even 80-90 kph seems much for heavy cargo situations. That is because of increased momentum which is mass x velocity. Increasing speed increases momentum and due to that whatever movement you make can be dangerous. Like it happens with ships. In order for a tanker to stop it takes a lot of time even if it travels at low speeds. That is because of its huge mass. In that case even if you want to turn or go backwards because of an iceberg or anything alike you are anyways doomed. It is hard to explain because of translations
  18. JohnKalo

    Players Ready Condition

    I shall use this which I tested and worked: waitUntil {count allPlayers == count playableUnits + count switchableUnits};
  19. I have a mission intro set but since it is an SP/MP mission there is a problem. I would like the intro video to start playing once all players are ready and have started the mission. In other words, all players to start seeing the video at the same time. So is there some condition I can use? SP and MP compatible.
  20. JohnKalo

    Players Ready Condition

    Ehm I took the solution as granted and so I moved on to create the media needed. (Not such a good idea ) Due to that, now that some of the media are ready to be implemented, the condition seems not to work. I tested it by placing it in the initPlayerLocal.sqf of a mission and it reported an expression error. Using this seemed to fix it: waitUntil {count allPlayers == count playableUnits + count switchableUnits}; but does it do the same thing?
  21. JohnKalo

    Destroying a Vehicle Part

    It is run via a trigger sometime in-game. As far as I am aware, triggers are applied to the host and to the clients so do I need the remoteExec? If yes I will use it. Thanks.
  22. So what I need is to destroy the engine of a vehicle so as to make it unable to move. This must be kinda simple but hard to find. So I did my research and found the: vehicle player setHit ["motor", 1]; which did not work because of the name of the part that needed to be destroyed. Trying to find how to figure the name of a vehicle's part was to no avail. So I then searched some more and found this: myTank setHit [getText (configfile >> "CfgVehicles" >> typeOf myTank >> "HitPoints" >> "HitRTrack" >> "name"), 1]; which was not for the engine but turning it into this: myTank setHit [getText (configfile >> "CfgVehicles" >> typeOf myTank >> "HitPoints" >> "HitEngine" >> "name"), 1]; made it work. However does the above work in an MP environment or just in the editor? Because in a server I do not know what goes on with config files and such. Trying to figure the name of the part like this did not work: hint "getText (configfile >> "CfgVehicles" >> typeOf myTank >> "HitPoints" >> "HitRTrack" >> "name")"; trying to follow the above path was impossible since in the config file there was no HitPoints tab. Guessing the vehicle's part name with "motor", "engine", "machine" and "damnyou" did not work either. So how can you find a vehicle's part name in general? I suppose other people are looking for that answer as well.
  23. JohnKalo

    Video From TV/Laptop/Screen

  24. JohnKalo

    Destroying a Vehicle Part

    Thanks! The above will do the trick. Just checked FurYouS thread out. Seems like a cool mission. Can't test it since I do not use CUP.
  25. JohnKalo

    Main & Secondary Tasks

    Here you go: